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Havoc Hotel
(Series)

Game Designer

Havoc Hotel is a series of live service experiences built in Unreal Editor for Fortnite (UEFN), centered around repeatable, session based gameplay that combines roguelike progression systems with both PvE and PvP variants.

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I owned the design, balancing, and oversight of core gameplay systems across multiple releases, including progression, core loops, session structure, and meta systems. Several features were fully owned end-to-end, from design through implementation and release.

 

The experience evolved iteratively as a live product, with each version refining systems and expanding scope based on player data, KPIs, and community feedback.

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This included adapting core systems to a constantly evolving player base, while maintaining consistency, balance, and long-term retention.

System Design
Design Challenges

 

Havoc Hotel is a session-based, replayable experience within a live-service environment, requiring systems that sustain engagement across repeated runs.

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The key challenges were:

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  • Designing progression systems that supported short session loops while enabling long-term player investment

  • Maintaining player retention across multiple islands within a highly dynamic ecosystem like Fortnite

  • Balancing reward pacing and difficulty scaling to keep runs engaging without becoming repetitive or frustrating

  • Planning limited-time events and meta systems within constrained resources and timelines

  • Introducing free-to-play monetization systems while avoiding negative community perception

Design Approach

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To address these challenges, I designed progression and retention as interconnected systems spanning both session-based gameplay and persistent meta progression.

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  • Built roguelike, run-based progression systems that reset each session to encourage replayability and experimentation

  • Designed meta progression systems to provide long-term goals and sustained player investment across sessions

  • Tuned reward pacing and difficulty scaling to balance challenge, progression speed, and player motivation

  • Developed limited-time events and rotating content to re-engage players and introduce variation over time

  • Integrated free-to-play monetization systems in a way that complemented progression without disrupting gameplay flow

  • Iterated continuously using player data, KPIs, and community feedback, refining systems across multiple releases

Key Decisions​
  • Balanced short-term rewards vs long-term progression to prevent early drop-off while sustaining long-term engagement

  • Prioritized clarity and readability of progression systems, ensuring players always understood their goals and rewards

  • Designed systems to support multiple playstyles and strategies, increasing replayability across runs

  • Tuned progression and rewards to align with the target audience and session length expectations within UEFN

  • Introduced monetization carefully to avoid friction and maintain player trust

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Outcome
  • Improved short- and long-term player retention across multiple releases and islands​

  • Increased replayability through more engaging and varied progression systems.​

  • Established a scalable progression framework adaptable multiple experiences

  • Delivered a live-service system capable of supporting ongoing updates, events, and monetization without compromising player experience​​

  • Some metrics

    • Top Concurrent Players

      • HH RH 5.616​

      • HH2 23.398

      • HH3 11.700

    • Day 7 Retention ​

      • HH RH - 40% 1st Day Retention​

      • HH RH - 21 % 7th Day retention

    • AVG Session​

      • HH RH - AVG Session Time 40 Mins​​

Deep Dive Example: Prestige System Rework  (HH Raptor Heist)
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Problem

Havoc Hotel was an early entry in the roguelike space within UEFN, developed under significant technical constraints that limited system complexity and content scope.

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As new tools became available and the ecosystem evolved, each release built on previous iterations, increasing in scope and ambition. However, this also meant inheriting legacy systems that were no longer aligned with current player expectations or market standards.

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The Prestige system in Havoc Hotel 2 was carried into Raptor Heist, but by this point, the UEFN roguelike space had become more competitive, with players expecting deeper and more rewarding progression systems.

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Problem

The existing Prestige system no longer met player expectations and presented several issues:

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  • High complexity: Multiple branches made progression difficult to understand.

  • Low accessibility: Prestige required significant time investment, appealing primarily to hardcore players.

  • Weak reward structure: Rewards were not compelling enough to justify the reset of player progress.

  • Repetitive requirements: Prestige conditions lacked variety, reducing long-term engagement.

  • Limited player expression: Cosmetic rewards did not offer meaningful customization or identity.

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Solution

I reworked the system to improve clarity, accessibility, and player motivation while preserving its role as a long-term progression driver.

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  • Simplified progression into a single, clear track with predictable rewards

  • Redesigned the Prestige UI to improve visibility and understanding of rewards at all stages

  • Rebalanced rewards to better align with player effort and expectations

  • Introduced Dino Crowns as a primary engagement driver and reward currency

  • Added post-prestige economic boosts to reduce the friction of resetting progression

  • Reworked prestige requirements to include varied objectives (e.g., clearing rooms, defeating enemies), reducing repetition

  • Implemented a custom cosmetics system, allowing players to mix and match visual elements and increase player expression

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Result
  • Improved accessibility and understanding of the Prestige system across a wider range of players

  • Increased player motivation to engage with long-term progression systems

  • Reduced friction associated with prestige resets, improving overall player experience

  • Enhanced replayability through more varied and engaging progression goals

  • Strengthened player expression through more flexible cosmetic systems

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