Role: Game Designer

Game: Hitwicket – Multiplayer Cricket Strategy Game

Type: Early Game Progression System

Platform: Android / iOS

Team: Myself (Design), Product Manager, Data Analyst, Engineers


The Challenge

As we dug deeper into our retention numbers, it became clear that the first 7 days of a new user's experience weren’t strong enough. Players were dropping off before they truly experienced the fun of our game — building a team, chasing targets, or the excitement of a tight match finish. Our D7 retention was a little below are competitors, and the goal was to push this up by completely reimagining the early match experience.


My Approach

What if we could craft a cinematic, curated match experience—not by hand, but through systems?

That led to the idea of building a modular, automated system that could generate over 150 PvE matches with:

This became the Automated Levels System — a foundation for transforming early-game cricket into a memorable journey.


Designing the System


1. Starting with Match Archetypes