Marvel's Wolverine
1.1What I owned
Core progression for the final year of development: XP and player level, the Techniques skill system and Adaptations. That meant deciding what Logan unlocks and when, with the combat, UI and mission design teams, so that new abilities land alongside the fights and story beats that use them. I also set suit costs and their unlock timing, brought material crates into the progression economy and designed the trophy set.
1.2Playtests
I worked with Sony's UX Research team on the questions and dashboards for each playtest, then used the results to tune progression. A playtest can only answer the questions it asks, so writing those questions was as much a part of the design work as the tuning that followed.
1.3XP and guardrails
Wolverine's fights are fixed set pieces, and enemies do not scale with the player. A player's level decides how many skill points they have, and so how many Techniques they bring to each fight. XP came from two places: the enemies every player has to defeat to move on, and XP caches hand-placed around each level to reward exploring. The more XP the caches held, the more exploring paid, and the further behind a player who ignored them would fall. I built the formula that set an XP guardrail at every checkpoint. It had to sit above players who found every XP cache, so it never took what they earned, and low enough that a player who died on purpose to farm respawned enemies could not overlevel.