





A competitive PvP farming strategy game where players battle to outgrow, outfarm, and outsmart their enemies.
Overview
Sapling Wars is a competitive multiplayer strategy game that blends farming and combat in a fresh, chaotic PvP twist. Teams of up to four players battle to harvest resources, build defenses, and outlast opponents in a 16-player free-for-all.
Designed in Unity and currently available as a Steam demo, the game reimagines farming mechanics for competitive play and build your economy, defend your core, and sabotage others to survive.
I co-led design on Sapling Wars, crafting core mechanics, GDDs, and balance systems while directing documentation, iteration, and system design.
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Project Timeline: 2023 – Present 
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Team Size: 2 (Gxplorers Studio) 
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Engine: Unity 6 
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Platform: Steam (Demo Available) 
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My Role: Lead Game Designer, Producer, Documentation Lead 
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Key Responsibilities: - 
Designed the farming-combat economy and core gameplay loop. 
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Created full GDDs, balance systems, UI wireframes, and flowcharts. 
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Led playtesting and iterated based on player feedback. 
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Balanced systems to support PvP dynamics and farming mechanics. 
 
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Currently available as a free demo on Steam


Gameplay Mechanics
Sapling Wars combines the relaxed pace of farming with the intensity of a battle royale. Players must strategize with their team to secure resources, defend their core, and outsmart opponents across diverse maps.
Farming

Combat

Defense

Hoe, plant, water, harvest. Crops generate gold and are used in combat upgrades.
Pitchforks, disguises, traps, sabotage tools — use PvP to gain the edge.
Build scarecrows, hay blocks, mines, and restore your Core's health.
Strategy
Environments
Teams must multitask and react fast, defend while farming and sabotaging.
Two Maps, Rain, night, fog affect visibility, farming speed, and tactics.
Design Process


Core Design Pillars & Gameplay Systems
I structured Sapling Wars around a clear, chaotic loop: farm, defend, sabotage, repeat, all under PvP pressure. The goal was to merge farming sim mechanics with strategic arena combat, ensuring constant interaction and zero downtime.
Core Design Values:
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Fast-paced farming loop focused on PvP tension and territory control 
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Clear player goals with rapid decision-making and high replayability 
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Strong UI clarity, readability, and feedback during 16-player chaos 
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Emergent strategy based on weather, economy, sabotage tools, and map layout 
Gameplay Systems I Designed:
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Farming Economy: crop timing, growth stages, sell values, storage 
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Combat Tools & Mechanics: disguise system, traps, durability, cooldowns 
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Core Destruction Loop: team base health, win/loss logic, shield mechanics 
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Weather & Day/Night Cycle: dynamic changes that affect pace and visibility 
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Shop Tiers & Item Progression: unlock paths, resource costs, balance logic 
Level Design Philosophy & Documentation
I built both maps: Breezy Meadows and Trustfall Island, to support strategic PvP tension, choke points, and dynamic movement. Each layout was iterated to push interaction over isolation, with heat zones, map affordances, and resource pressure baked in.
Level Design Goals:
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Encourage player collisions via seed placement and map symmetry 
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Use terrain hazards (mud, fall zones) to increase map risk and skill expression 
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Design areas for stealth (bushes), mid-map battles (watermelon zones), and base defense 
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Documentation & Planning Systems:
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Wrote the full GDD, spreadsheets, and stat breakdowns 
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Designed UI wireframes, system flowcharts, and mechanic sheets 
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Mapped all decisions to Unity Netcode-safe logic and Trello task tracking 
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Balanced values across tools, upgrades, structures, and seeds 
Prototyping, Playtesting & Iteration
From early mockups to the current Steam demo, we worked through tight design sprints, iterating weekly based on live playtests. I led every round of feedback, updated tuning docs, and restructured systems and UI when issues surfaced.
Iteration Highlights:
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Rebalanced crop timers and gold income to avoid early rush metas 
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Redesigned shop UI for clarity under pressure 
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Adjusted disguise and trap systems to improve counterplay and fairness 
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Tuned map pacing and fog-of-war to support stealth and sabotage 
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Tools I Used:
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Unity engine with custom test scenes for map iteration 
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Google Sheets for live balancing and economy tuning 
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Trello for design pipeline and bug tracking 
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GitHub + Unity Cloud for version control and multiplayer testing 
Challenges & Learnings
Multiplayer & System Implementation Challenges
Creating a real-time multiplayer experience with Unity Netcode was one of the biggest technical challenges. I had to adapt all gameplay systems to work properly in a multiplayer environment:
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Core health and win condition logic for each team 
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Shop interaction and gold sharing 
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Trap placement, sabotage triggers, and object destruction 
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Syncing key objects like crops, containers, and player actions 
It required a lot of trial and error, testing, and restructuring to avoid bugs and desync issues. I learned how important it is to design systems that are simple, consistent, and clear, especially when working with multiplayer logic. This experience made me better at identifying potential issues early and thinking about how every system behaves when multiple players interact at once.

Balancing Strategy, Economy & Replayability
One of the main goals was to make sure no single strategy would dominate the game. Some players just wanted to buy the strongest weapon and rush, so I had to design mechanics that pushed players to think and adapt.
I worked on:
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Keeping farming rewarding and necessary for progress 
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Making sabotage tools useful for slowing down aggressive players 
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Ensuring defensive builds felt satisfying and weren’t left behind 
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Adding weather events that forced new strategies mid-match 
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Tuning shop prices and cooldowns to prevent overuse 
This constant tweaking taught me the importance of pacing and flexibility, and how to spot where players might “break the game” or fall into repetitive behaviors.

Small Team Production & Testing Process
With just two people on the team, I had to take care of a lot more than just game design. I handled:
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Writing and updating the full GDD 
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Building balancing spreadsheets, shop charts, and wireframes 
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Planning with Trello and managing weekly tasks 
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Running playtests, collecting feedback, and making changes right after 
We kept improving the game week by week, focusing on short, fun matches and strong replay value. Working like this taught me how to stay organized, work fast, and still deliver solid, tested systems even in a small team with limited time.




