Created for Systems Design module at the University of Staffordshire on the course for Computer Games Design MSc.
For this project, I designed a novel system for Dinkum. My aim was to create a new progression system that would suit Dinkum and its pre-existing systems and mechanics.
The Skill Mastery system aims to add an additional motivation for players to engage with the game and its mechanics long-term by providing late-game goals and rewards for progression.
Tools
Figma, Word, Miro
Duration
8 weeks (Dec 2025 - Jan 2026)
Role
Systems Designer
Team Size
Solo
Progression diagram which maps the player's journey through the Skill Mastery system.
RMDA Framework breaks down the relationship between the new mechanics, player dynamics, and intended emotional outcomes, ensuring the system reinforces Dinkum's progression while providing late-game goals.
Economic balancing table which defines reward values, progression pacing, and unlock costs to maintain balance with Dinkum's existing economy and prevent mastery rewards from overshadowing core gameplay.
These UI designs intend to match the existing UI in Dinkum, showcasing how this novel system might fit into the game. The UI was created to match Dinkum's visual language while clearly communicating progression and reducing information overload.
As a solo project, I researched the game's existing mechanics and designed the feature from concept to documentation. This included gameplay systems design, progression planning, reward balancing, UX wireframes, and high-fidelity UI mockups. This supporting design documentation explores the system through diagrams and economy balancing tables to demonstrate both the player experience and the underlying design rationale.