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Mayday... Everyday

A first-person space-sim about delivering cargo while your ship falls apart around you.
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Game & Systems Designer

Role

AIV Production Project · Team of [8]

Jam

Unreal Engine 5 (Blueprints) · Excel · Confluence · Jira · Miro

Tools

Jan 2026 – Present

Duration

PC - Windows Build

Platforms

7 / 7 milestone reviews passed

Pitch approved! The project moved into production

−60% iteration time

Thanks to an Excel balancing simulation

THE GOAL

Keeping the cargo alive and the player sane

Players fly cargo across space while the ship keeps breaking down: hull breaches, fires, failing flight terminals. Their pay depends on how much cargo survives the trip.

 

My goal was a game that feels like constant crisis without ever feeling unfair, and a design clear enough for the whole team to build it on time.

DESIGN DECISION · CORE LOOP & PACING

A delivery game where everything goes wrong

I built the core loop around mechanical degradation: during each trip, emergencies hit the ship and slowly destroy the cargo, and the player decides what to fix first. Constant pressure, though, quickly leads to burnout.

 

So I split each trip into pacing cycles: spikes of multiple failures at once, followed by calm windows I called Pillow Time, where players can catch their breath, reprioritize, and stabilize the ship.

Tension works because it has valleys.

Core Loop (1).png
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DESIGN DECISION · ECONOMY & BALANCING

How I used spreadsheets to stress out my players

In this game, time is the real currency: the payout is the percentage of cargo you save, and every second spent ignoring an emergency costs money.

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Before scripting anything in Unreal, I built an Excel simulation that models cargo decay against player response times, across three tiers of emergencies and a five-day difficulty curve, with trips growing from 3 to 6 minutes.

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Testing the balance in a spreadsheet instead of in the engine cut our iteration time by 60% and helped me adapt the design to what our programmers could realistically build.

ITERATION

"Too hard", said the publisher

The Control Room, a board that acts as our publisher, evaluates our project and approves each milestone.

Their feedback was clear: the game was too hard. I rebalanced the simulation and added three difficulty levels.

Before

One difficulty, too punishing

After

Rebalanced curves, three difficulty levels

TAKEAWAYS

What this taught me for the future
  • Simulate before you script.

  • Tension needs valleys as much as peaks.

  • Hard and unfair are not the same thing.

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