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FutureING Planning Game

Design and maintain your automated production hall to maximize profit while fulfilling orders within time and budget constraints.

FutureING Planning Game is a multiplayer management game developed for mobile platforms and released annually for mechanical engineering students as part of the ATPO module at TK Koeln University. The game is a part of interactive experiences designed to enhance the learning process of students by teaching them soft skills like teamwork, planning, and resource management in a gamified manufacturing setting. Players work in teams to design a production hall by placing assembly cells, then manage automated production to fulfill daily orders while balancing time, budget, and efficiency.

Fact sheet

Genre

Multiplayer Online Management Game

Platform

Mobile

Project Length

2 years

Engine

Unity

Team Size

4 to 5

Trailer

Responsibilities

Core Systems Design:

  • Designed and iterated the production logic system that serves as the backbone of gameplay, determining all player interactions throughout the game

  • Designed core gameplay loops including planning phase, production management, and budget/economy systems in collaboration with co-designer

  • Collaborated with programmers to prototype and implement technical systems and mechanics

  • Finalized design specifications for the progression system in collaboration with co-designer

UX/UI Design & Optimization:

  • Led comprehensive UX redesign to simplify game interactions and reduce cognitive load for players

  • Reduced information complexity and streamlined player decision-making processes

  • Designed and implemented new interaction systems inspired by incremental mechanics to increase player engagement

  • Created and improved tutorial systems to enhance onboarding experience

  • Designed user interface elements to clearly communicate game state and provide visual feedback

Solo Design Period (2024-2025):

  • Took full ownership of game design after transition to solo designer role

  • Worked within constraints of existing game framework while implementing significant design improvements

  • Contributed to programming implementation alongside design responsibilities

Iteration & Quality Assurance:

  • Analyzed player feedback and implemented data-driven design improvements

  • Iterated on game balance, pacing, and difficulty progression

  • Led successful 2025 release with positive student reception

Technical & Production:

  • Built and distributed game releases for iOS platform

  • Managed annual release cycle and post-launch support

  • Coordinated with a designer, programmers, and artists throughout development

Project Gallery

Design Process

I joined the FutureING project in 2023 to redesign an existing educational game. Working initially with a co-designer, we developed a new progression system and I designed the production logic that would become the game's core. After transitioning to solo designer in 2024, I took full ownership of the design while working within the constraints of the existing framework. The 2024 release faced challenges, but I used that feedback to significantly improve the game. The 2025 release was successful, receiving positive reception from students.

Design Approaches
  • Redesigned production logic as the backbone system that drives all player interactions and decision-making

  • Simplified game interactions and streamlined information architecture to reduce player cognitive load

  • Added incremental mechanics-inspired interactions to increase engagement and provide satisfying feedback loops

  • Iteratively improved UI to clearly communicate game state and provide visual feedback

  • Balanced educational goals with engaging gameplay through careful iteration

Challenges
  • Working within the limitations of an existing game framework while implementing significant improvements

  • Transitioning to solo designer role mid-project and maintaining design quality

  • Balancing complexity of production systems with accessibility for first-year engineering students

  • Managing tight release deadlines for annual student cohorts

  • Recovering from an unsuccessful 2024 release to deliver a successful 2025 version

Greatest Achievement
  • Successfully transformed the game from an unsuccessful 2024 release to a well-received 2025 release through focused UX improvements

  • Designed a production logic system that elegantly handles complex automation while remaining intuitive for players

  • Delivered a complete redesign as solo designer while contributing to programming implementation

  • Received positive feedback from students validating the design improvements

Outlook (with more time)
  • Further refinement of game balance and difficulty progression across levels

  • Additional tutorial layers for advanced mechanics

  • More comprehensive analytics system to track student learning outcomes

  • Enhanced visual feedback systems for production status

Learning Objective/Outcome
  • Deepened expertise in systems design and creating interconnected game mechanics

  • Developed skills in UX-focused design and information architecture

  • Gained experience leading design independently and shipping games as solo designer

  • Learned to design within constraints while making significant improvements

  • Improved ability to iterate based on player feedback and deliver measurable improvements


Contact

  • LinkedIn
  • itchio-logo-textless-white

©2023 by Mona Shayeghi

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