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Ballroom Banter

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Game Info

Title: Ballroom Banter

Company: MassDigi

Platform: iOS and Android

Genre: Strategy/Card

Engine: Unity

Duration: Jan 2021 - Apr 2021

Team Size: 7

Project Status: Launched

Installs: 1100+

My Role

Position: Designer/Producer/QA

Major Contributions:

- Core Systems Design

- System Balancing

- Auto Cloud Building Setup

- Smoke Testing/Bug Tracking

- External Playtesting Host

Store Links

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Project Summary

Charm your way to success in high stakes conversation! Ballroom Banter is a roguelike deck builder about climbing the social hierarchy of a high society ball. Play and upgrade cards to win over mysterious and powerful guests. Identify the personalities behind their masks to perfect your strategy. Can you make it to the top?

This project was developed over the course of 12 weeks during MassDigi's first iteration of their XP program, totally remotely. Primary focus was placed on the solidity of the core game systems, as well as the financial viability of the game's future revenue plan.

Responsibilities and Key Takeaways

Core Systems Design

I had a major hand in designing out the core systems of Ballroom Banter, including the opponents' attacks, the player's cards, card upgrades, system balancing, and progression systems.

Designing out systems from the ground up was a new and enlightening experience, and with such a short time period to do so, it highlighted the importance of careful time and task management. On top of that, managing the game's launch pointed out the criticality of effective Quality Assurance, as well as consistent communication between developers.

 

 

External Playtesting

This program took place in the midst of the COVID-19 pandemic, and thus was performed totally online. Amongst other facets of development, this caused difficulties around getting user feedback. Despite these difficulties, our team was able to reach out, schedule, and perform online playtesting sessions to get direct feedback throughout the lifespan of the project.

I had the privilege of hosting and interacting with these playtesting groups remotely, and being the first time ever doing something like this, it was a wonderful eye-opening experience. The feedback gained from these sessions allowed us to make informed design decisions (i.e., user experience tooltips, attack value balancing, etc.) and apply them earlier, saving time in the future.

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© 2025 Bret Halkyard

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