SVEN SCHETZKEGame design & product direction
← Selected workGUNZILLA GAMES · 2021–2025 · AAA / LIVE SERVICE

Off The Grid

From the foundations of player engagement to design leadership and product direction.

ONE AAA PROJECT / GROWING RESPONSIBILITY

  1. 01Jan–Oct 2021

    Senior Player Engagement
    Systems Designer

    Player motivation, progression and live-service foundations.

  2. 02Oct 2021–Nov 2023

    Lead Game Designer

    Overall design leadership across multiple feature teams.

  3. 03Dec 2023–2025

    Associate Game Director /
    Junior Product Director

    Game direction, product priorities and cross-platform delivery.

CONNECTED RESPONSIBILITIES

My design leadership and later direction roles connected the broader game, its feature teams and its product priorities.

Game
Systems design · Core gameplay · 3C · Missions · AI enemies & PvE · Multiplayer · Narrative coordination
Meta & Live Service
Engagement · Progression · Metagame · Economy · Rewards · Monetization · LiveOps
Player experience
UX / UI · Onboarding / FTUE · Playtesting · Research-informed iteration
Leadership
Design organization · Feature direction · Hiring & coaching · Design standards · Cross-disciplinary coordination
Product & delivery
Strategy · Analytics & KPIs · Experimentation · Release priorities · PC / console certification · First-party & partner coordination
TEARDROP ISLAND / OFFICIAL GAME FOOTAGE
01 / START WITH THE PLAYER

Connect the first session
to the long game.

Moment-to-moment combat needs a reason to matter beyond the match. My early work defined the foundations of progression, rewards, player engagement, economy and live-service systems.

I used player psychology, prototypes and playtest results to examine motivation, then worked across disciplines to turn promising concepts into systems that could be built and maintained.

Off The Grid: characters and equipment in a dense urban environment
02 / GROW THE DISCIPLINE

Scale people without losing design coherence.

I built the design organization from roughly five to more than 25 designers across feature teams, hiring and developing senior designers and leads.

Career frameworks, coaching, design standards and shared processes helped people take ownership. The challenge was to preserve coherence as decisions moved into more hands.

Off The Grid: combat and movement across the island
5 → 25+
DESIGNERS ACROSS FEATURE TEAMS

Growing the discipline meant developing leads, clear ownership and the conditions for teams to make strong decisions independently.

03 / CONNECTED SYSTEMS

A feature changes
the game around it.

Progression changes the value of rewards. Rewards affect the economy. The economy shapes monetization, while UX determines whether any of it makes sense to the player.

I guided design across gameplay systems, metagame, engagement, progression, economy, UX and LiveOps. Shared design intent helped feature teams work through the dependencies.

Off The Grid: a view across the game’s layered city environments
04 / MOVE INTO DIRECTION

From design craft
to product direction.

As Associate Game Director and Junior Product Director, my responsibility expanded to product strategy, priorities, roadmaps, KPIs, releases and platform coordination.

Working with studio leadership meant weighing player value against production capacity and long-term product needs. Direction had to make those priorities clear enough for teams to act on.

Off The Grid: street-level environments on Teardrop Island
THE THROUGH LINE

Good direction gives teams enough clarity and ownership to make strong decisions without waiting for the director in every room.

NEXT CASE STUDYThe Settlers Online

Off The Grid · Official trailer

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