


Game of Thrones: Conquest launched with a deep and rewarding crafting system, but after years of live updates, older gear sets began to lose relevance as newer, more powerful items entered the game. The Armory was introduced to address this, adding a new layer of depth to crafting while giving legacy gear sets renewed purpose. By equipping items in the Armory, players unlock boosts across a wide range of gameplay stats, incentivizing them to craft diverse sets rather than chasing only the latest and most powerful equipment.


I led the Armory system from concept to completion, beginning with initial wireframes and an interactive prototype before developing the high-fidelity mockups that defined the final visual direction. From there, I collaborated closely with technical artists and engineers to bring the system to life in Unity.

The introduction of the Armory system brought meaningful depth to Game of Thrones: Conquest's crafting loop, addressing a core retention challenge by giving older gear sets renewed utility and long-term value. By tying a wide range of bonuses, spanning every aspect of gameplay, from combat to economy to progression, to displayed Collections, the system encouraged players to engage broadly with crafting rather than pursuing only the newest equipment, widening the game's progression ecosystem as a whole. The subsequent expansion into the Trinket Armory and, later, the Dragon Armory in 2024 speaks to the feature's success, as the core mechanic proved extensible enough to anchor multiple future updates.


























