Internal Game Math Exploration Tool

Tumble Tester game view: a fully running cat-themed slot game inside the tool itself, with a 7x6 grid of cat and fish symbols, multiplier indicator, balance, and a Game Sections panel on the right showing live spin results and reactions.

When a critical external math resource became unavailable mid-production at Greentube, I conceived and drove development of an internal game math tool from scratch rather than slow production down or scramble to re-hire externally. I engineered the prototype myself but as soon as it proved it was a viable idea, I added real engineers and served as inventor, product lead, product owner, and UI/UX lead throughout.

What it does

I designed the system so designers and artists could interact with game math visually and in real time rather than through spreadsheets. The shift from spreadsheets to a visual, interactive surface dramatically improved cross-discipline communication and iteration speed. Math designers, game designers, and artists could finally talk about the same artifact at the same time.

Multimeter logic component configuration with annotated dropdowns. Left side shows the editor panel with multimeter levels, reset policy, application policy, multiplier usage. Right side shows callouts explaining each option: Global (always applied), Global with Excludes, Attached to Object, None, Multiplicative vs Additive vs Highest Value.

Above is one of the configurator panels with the design documentation overlaid. The math team configures the actual logic on the left, the design intent and option semantics on the right. Documentation lived inside the tool rather than in a separate confluence page where it would drift out of date.

How it shipped, the UX work

I led the engineering team through build and productionization, but a lot of my day-to-day on this project was the design work itself. Deciding which abstractions belonged where, how the menus should expose them, and what the math team workflow would feel like under sustained use.

Activator configuration UI with workflow annotations. Shows the symbol set editor with a table of symbols, a Symbol Version Group dropdown, and a callout on the right explaining the interaction: user selects a Version Group to set all symbols at once, confirms the choice, then can manually change individual symbols to mix and match groups.

The Activator panel above is a good example. It looks simple, but the interaction has to handle two workflows in one (set-all-at-once and then mix-and-match) without making either path feel like the special case. That kind of decision shaped the entire tool.

The tool became a permanent fixture of the studio workflow, reducing reliance on external math contractors and improving the pacing and quality of shipped titles.

Why it mattered

The win was not the tool itself. It was the change in how math and design conversations happened. Once those two disciplines could iterate against the same live object, decisions sped up and the work got better. The flowchart below is the most direct illustration of that. A Reel Base Game Flow assembled from the tool components. Math, design, and art can all point at this and talk about it in the same language.

Reel Base Game Flow diagram. A multi-column flowchart showing how a spin resolves through Game Section Enter, Game Section Exit, On Game Begins, On Game Resolves, and On Game Ends hooks. Each column is a sequence of logic component, matcher, and reaction steps, expressed as a shared artifact.

That kind of upstream cross-discipline change is something I look for whenever I am placed in a position to build tooling.