Cody Flanagan

Game & Systems Design

I study how progression, resources and combat rules shape player choices, then use analysis and playtesting to examine the tradeoffs.

Economy · Progression

Inside Clash Royale's Economy

How rewards become usable progression—and when an upgrade bottleneck starts restricting experimentation.

Read the economy analysis

Combat balance · Decision-making

Fast Taunt: preserve control, rebalance damage

A focused damage adjustment kept a fast control tank useful while restoring answers from damage specialists. The current baseline shows the result from both sides of each matchup.

Read the design decision

Gameplay and level design

Scraps — Block-Mesh Level project still

Scraps — Block-Mesh Level

An Unreal school project built around introducing, practicing and mastering a breaker mechanic.

Explore the level project
Tempero Ludum — Skirmish project still

Tempero Ludum — Skirmish

A two-player board game developed through probability analysis and recorded playtesting.

Explore the board game
Game-design résumé

Project image