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borch.gg
Professional
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đź’ˇ Design Samples đź’ˇ
🪄 Game Tuning 🪄
🎮 Games Played 🎮
✒️ Inktober 24 ✒️
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Professional
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đź’ˇ Design Samples đź’ˇ
🪄 Game Tuning 🪄
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✒️ Inktober 24 ✒️
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F2P, Content Design Borja MartĂ­nez-GarcĂ­a 21/10/2025 F2P, Content Design Borja MartĂ­nez-GarcĂ­a 21/10/2025

F2P Hero Concept

Hero Concept for F2P hero Arena “Brawl Stars” + tennis game.

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Gameplay, Game Concept Borja MartĂ­nez-GarcĂ­a 02/10/2025 Gameplay, Game Concept Borja MartĂ­nez-GarcĂ­a 02/10/2025

Pre-teen Game Concept

A mobile game concept for pre-teen+younger kids (8-12) and their parents.

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System Design, Level Design Borja MartĂ­nez-GarcĂ­a 30/09/2025 System Design, Level Design Borja MartĂ­nez-GarcĂ­a 30/09/2025

Kid’s Game Feature

A feature concept for a kid’s game, My Talking Hank: Islands, combining gameplay and narrative design for the best experience.

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F2P, TCG, System Design Borja MartĂ­nez-GarcĂ­a 11/07/2025 F2P, TCG, System Design Borja MartĂ­nez-GarcĂ­a 11/07/2025

F2P New Competitive Mode

A new mode for Pokémon TCG Pocket with all the reasoning behind all the decisions.

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LiveOps, F2P, System Design, Flow, UI, Balancing Borja MartĂ­nez-GarcĂ­a 03/03/2025 LiveOps, F2P, System Design, Flow, UI, Balancing Borja MartĂ­nez-GarcĂ­a 03/03/2025

F2P LiveOps System, Flow and Balancing

Live Ops Design for a puzzle game, including the system behavior, ui, flow in Figma and balancing sheet.

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Gameplay, Level Design, Enemy Design, Platformer Borja MartĂ­nez-GarcĂ­a 19/01/2025 Gameplay, Level Design, Enemy Design, Platformer Borja MartĂ­nez-GarcĂ­a 19/01/2025

Indie Platformer Design

A mechanic, an enemy and a level design that implements both for a recent indie platformer game, Neva.

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TCG, F2P, Economy, Core Loop, System Design Borja MartĂ­nez-GarcĂ­a 08/02/2024 TCG, F2P, Economy, Core Loop, System Design Borja MartĂ­nez-GarcĂ­a 08/02/2024

Card Game Core Loop

This article explores how reworking the core loop of a card-battler revealed progression exploits and economic gaps. Through refined resource gating and mission-driven rewards, the redesign creates a fairer, more sustainable F2P economy.

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Balancing, RTS, Spreadsheet, Gameplay Borja MartĂ­nez-GarcĂ­a 14/04/2022 Balancing, RTS, Spreadsheet, Gameplay Borja MartĂ­nez-GarcĂ­a 14/04/2022

RTS Balancing

A simple Real-time strategy game with only 4 possible unit types and limited to only 6 parameters each + a spreadsheet that simulates 1v1 battles.

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GDD, Game Design, Controls, Gameplay, Platformer Borja MartĂ­nez-GarcĂ­a 14/04/2022 GDD, Game Design, Controls, Gameplay, Platformer Borja MartĂ­nez-GarcĂ­a 14/04/2022

Platformer GDD

GDD sample for a 2D platforming game with the theme “Pausing has consequences”

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System Design, LiveOps, Deconstruct, F2P Borja MartĂ­nez-GarcĂ­a 01/02/2022 System Design, LiveOps, Deconstruct, F2P Borja MartĂ­nez-GarcĂ­a 01/02/2022

June’s Journey Memoirs Machinations

One of my first case studies for machinations.io where I deconstructed June’s JourneyMemoirs Live Ops system and added in-game drop chances to estimate the amount of packs dropped needed to complete a collection.

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LiveOps, System Design, Machinations, UI Borja MartĂ­nez-GarcĂ­a 07/07/2021 LiveOps, System Design, Machinations, UI Borja MartĂ­nez-GarcĂ­a 07/07/2021

F2P Puzzle LiveOps

LiveOps machinations system study for a hypothetical live ops in Diamonds Diaries Saga.

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