Designs AI systems based on behavior trees: tactical behavior, team coordination, adaptation to player actions. Configures NavMesh for complex levels with dynamic obstacles. Balances AI difficulty for different difficulty levels through parametric tuning.
Roles · Game Designer · Mid-level
What a Mid-level } should know
9 core skills, 45 in total. Expectations per skill, and what changes at the next level.
This page lists what a Mid-level } is expected to know and do, skill by skill. Core skills are the ones a manager and peers assess in a review cycle; the rest count only in self-assessment. Main areas: Game Development.
Core skills for a Mid-level
Grouped by area. The label on the right is the expected depth: Awareness, Working, Advanced or Expert.
Game Development · 9
Designs analytics event system for full game system coverage. Analyzes funnel metrics, level heatmaps, player resource distribution. Conducts A/B tests of balance changes and interprets results. Uses cohort analysis to evaluate changes.
Develops in-game economy systems: resource balance, sink/source models, progression curves. Models economy in spreadsheets with player behavior simulation. Conducts A/B tests of monetization mechanics. Balances reward schedules for optimal engagement.
Designs complex game systems: combat system, crafting, skill trees, quest systems. Balances mechanics through spreadsheet modeling and playtesting. Creates secondary loops and meta-game. Understands player psychology and applies motivational frameworks (SDT, Bartle taxonomy).
Designs narrative systems: branching dialogues, player choice consequences, narrative pacing. Creates compelling characters with character arcs. Uses narrative tools (Ink, Twine, Yarn Spinner) for implementing branching stories. Integrates narrative with gameplay mechanics.
Designs physics systems for gameplay: ragdoll, destruction, vehicle physics, cloth simulation. Configures physics layers and collision matrix for optimization. Creates custom physics for game feel: tweaked gravity curves, coyote time, input buffering for responsive controls.
Designs and conducts structured playtests: usability testing, balance testing, difficulty curve evaluation. Creates test plans for game systems. Analyzes playtest data (video recordings, metrics, questionnaires) and formulates actionable improvements. Automates basic balance testing.
Designs comprehensive UX systems: onboarding flow, control schemes for different platforms, accessibility features. Creates UI/UX documentation with wireframes and interaction specifications. Conducts usability testing and analyzes interaction heatmaps. Ensures consistent UX language.
Designs complex levels: multi-path layouts, vertical gameplay, risk/reward zones. Creates encounter design: enemy placement, cover systems, difficulty pacing. Works with navigation meshes for AI. Balances levels through playtesting: timing, challenge, reward distribution.
Additional skills
Not assessed by the team, but part of the self-assessment and the development plan.
What changes at Senior
45 skills get a higher expectation or become core when moving from Mid-level to Senior. The biggest jumps first.
- Game AI: Pathfinding, Behavior Trees: Working → Advanced
- Game Analytics: Working → Advanced
- Game Economy & Balancing: Working → Advanced
- Game Mechanics Design: Working → Advanced
- Game Narrative Design: Working → Advanced
- Game Physics: Working → Advanced
- Game Testing & QA: Working → Advanced
- Game UX & UI Design: Working → Advanced
- Level Design: Working → Advanced
- Algorithms & Complexity: Working → Advanced
} in the open competency matrix: 45 skills across 5 levels. The matrix is free for individuals and stays free.