GONE BY DAWN: Game Concept Design by Andy ScarlettGONE BY DAWN: Game Concept Design by Andy Scarlett

GONE BY DAWN: Game Concept Design

Andy Scarlett

Andy Scarlett

GONE BY DAWN (Mobile SLG / Tower Defense)

Systems Game Designer
A production-oriented mobile strategy concept created for an external client.
READ DELIVERABLE:
GONE_BY_DAWN_Game_Concept_Document_Public.pdf

Overview

GONE BY DAWN is a mobile SLG / Tower Defense hybrid designed for a client who wanted to enter the competitive zombie survival market with a large-scale multiplayer experience.
The initial vision combined ideas from several successful mobile games but lacked a clear production scope, feature prioritization, and a realistic development plan. My role was to transform this ambitious concept into a structured, scalable design that could realistically be developed by a small indie team while preserving the client's long-term vision.

Design Goal

The primary objective wasn't simply designing gameplay mechanics.
It was defining what the project should actually be.
The client wanted an MMO-scale strategy game with LiveOps, PvP, progression systems, hero collection, and base building, while working with an indie-level budget. Rather than cutting ideas arbitrarily, I restructured the project into a realistic production roadmap that identified what belonged in the MVP and what should become future expansion.
Key design priorities included:
defining a realistic production scope
creating a scalable systems architecture
balancing short mobile sessions with long-term progression
designing retention-ready gameplay loops
planning a clear MVP → Live Product → Scale roadmap

Design Challenge

The biggest challenge was managing scope.
The project started as a broad collection of ideas inspired by large-scale mobile strategy games, but many systems competed with each other and exceeded what a small development team could realistically produce.
Instead of reducing the vision, I reorganized it into a modular structure where every system supported long-term scalability while remaining achievable for an initial release.

Systems Design

To solve this, I designed the project around a modular gameplay architecture centered on a dual gameplay loop.
During the Day Phase, players expand and manage their settlement, assign followers, upgrade buildings, and prepare for future encounters.
During the Nightfall Phase, gameplay shifts into an active session-based combat mode where players survive increasingly difficult zombie waves using heroes, weapons, abilities, and temporary upgrades.
Fight System Concept
Fight System Concept
Beyond the core gameplay, I structured the surrounding meta progression, including:
scalable hero progression
settlement development
world map structure
clan systems
PvE and PvP progression
LiveOps foundations
long-term retention loops
Rather than treating these as isolated mechanics, I designed them as interconnected systems capable of growing alongside the project over multiple development phases.

Production Planning

One of the most important parts of the project was transforming an undefined feature list into a realistic production roadmap.
Instead of attempting to build a full MMO immediately, I divided development into three clearly defined stages:
MVP
Live Product Foundation
Long-Term Scale
Each phase introduced new gameplay systems only after the previous foundation had been established, giving the client a practical path from prototype to a long-term live service while keeping the project's ambitions intact.

Collaboration

To help communicate the visual direction of the concept, I collaborated with a concept artist from our team who created several character and simple environment illustrations.
My primary responsibility throughout the project remained systems design, gameplay architecture, progression design, and production planning.
Stylized Hero Concept
Stylized Hero Concept
Default Weapons Concept
Default Weapons Concept

My Contributions

Systems game design
Gameplay systems architecture
Core & meta gameplay loop design
Progression systems
Hero progression design
World map structure
LiveOps framework
Retention systems
Production scope definition
MVP planning
Development roadmap
Game Concept Documentation

Current Status

The client received a complete production-ready Game Concept Document that transformed an ambitious but loosely defined vision into a structured development plan.
The resulting design established a realistic production scope, scalable gameplay architecture, and a clear roadmap for future expansion, allowing the project to remain achievable for an indie team without sacrificing its long-term ambitions.
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Posted Aug 27, 2026

Designed a scalable strategy game concept for indie development, focusing on production scope and future expansion.