FTUE REWORK - STARTING TOWN
The objective was to restructure the "Small Town" starter area: a critical part of the First Time User Experience (FTUE). This linear questline introduces players to combat, puzzles, and narrative. My goal was to improve player retention and smooth out the difficulty curve based on telemetry data (heatmaps) and community feedback.

The analysis revealed critical design flaws leading to player quits and refunds:
Before editing the geometry, I established a high-level plan to address the pacing issues:

The town layout was redesigned in detail from every perspective
(example building types layer)

The locations went through detailed overhaul - Marketplace as an example
Following the strategy, I redesigned 80% of the Small Town, including major refund chokepoints: Ratnest Villa and Marketplace.
This area was a major churn point due to unfair AI advantage (enemies hidden in dense vegetation with height superiority). I redesigned the layout to open up sightlines, allowing players to recon the area and plan their attack, shifting the encounter from frustrating to tactical.
As the most difficult and critical location in the zone, it serves as the FTUE climax. I restructured the open area to reduce chaotic sightlines and added visual guides (focal points), ensuring the difficulty comes from tactical complexity rather than player confusion.
Given the short production window, I adopted a rapid iteration workflow: