You will get a designed economy and resource system architecture for your RPG


Project details
A broken economy kills games that everything else got right.
New World launched with a compelling world and a broken economy — nearly ending the
game in its first month. Diablo 3 launched with an auction house that destroyed its
own core loop. These were not coding failures. They were design failures that
happened before production began.
An economy that works has structure from the start: every resource has a reason to
exist, every trade has a consequence, the market responds to world events, and
inflation has prevention built in rather than patched after players find the exploit.
I design economy systems native to your game world — where faction political health
affects resource availability and the market is a living response to player behavior.
WHAT YOU RECEIVE:
Currency architecture, resource taxonomy, market system design, crafting economy
integration, anti-inflation design, and faction or world-state resource dependency
mapping.
New World launched with a compelling world and a broken economy — nearly ending the
game in its first month. Diablo 3 launched with an auction house that destroyed its
own core loop. These were not coding failures. They were design failures that
happened before production began.
An economy that works has structure from the start: every resource has a reason to
exist, every trade has a consequence, the market responds to world events, and
inflation has prevention built in rather than patched after players find the exploit.
I design economy systems native to your game world — where faction political health
affects resource availability and the market is a living response to player behavior.
WHAT YOU RECEIVE:
Currency architecture, resource taxonomy, market system design, crafting economy
integration, anti-inflation design, and faction or world-state resource dependency
mapping.
Platform Type
PC, Mobile Device, ConsoleGenre
Role Playing, Strategy, MultiplayerPlugins
Billing/In-App Purchasing, AnalyticsWhat's included
| Service Tiers |
Starter
$150
|
Standard
$325
|
Advanced
$700
|
|---|---|---|---|
| Delivery Time | 3 days | 7 days | 10 days |
Number of Revisions | 1 | 2 | 3 |
Upload to App Store | - | - | - |
Design | - | - | - |
Animation | - | - | - |
Source Code | - | - | - |
Optional add-ons
You can add these on the next page.
Fast Delivery
+$70 - $275Frequently asked questions
About Sheldon
Game Systems Architect | Lore-to-Mechanics | Pre-Code GDD Authority
Evans Mills, United States - 11:03 am local time
Over the past year, working independently with AI as my primary thinking partner, I've built two substantial, interconnected bodies of work: a constitutional AI governance and reliability framework stack, and a complete, production-ready methodology for narrative game design.
AI Reliability & Governance Architecture
I design certainty-scoring and reliability infrastructure for AI systems — frameworks that tag every claim by its epistemic status (data, reasoning, strategic projection, or open question) so nothing is presented as more certain than it actually is. This includes FSVE, a scoring engine for AI outputs that has gone through repeated internal red-team revision cycles to close gaps as they're found, and a complete cryptographic timestamping and sealing protocol for provenance and audit trails.
World & Systems Design
I architect game worlds the way I architect AI governance — as interlocking, internally consistent systems that hold up under adversarial pressure. I built a reusable AAA-tier lore/story-bible methodology, then used it to produce a full portfolio demonstration: The Salary of a Dream, a narrative RPG lore bible grounded in primary-source Shinto mythology (Kojiki, Nihon Shoki) and Ainu tradition, with every faction's design directly derived from a documented myth rather than invented from scratch.
The companion Lore-to-Systems Bridge document translates that narrative foundation into a complete systems-design vocabulary — variable architecture, progression gates, NPC behavior state machines, and a full data model — without prescribing engineering, so a systems team can scope a real GDD directly from it. Together, the two documents demonstrate the full pipeline: myth research → cosmology → faction architecture → systems translation → production handoff.
How I work
Every framework I build — whether it governs an AI system or a fictional world — goes through adversarial self-review before I call it done. I actively try to break my own designs before showing them to anyone else. I'd rather tell you what's unproven and what's solid than blur the line for the sake of a better pitch.
ORCID: 0009-0005-8057-5115
Steps for completing your project
After purchasing the project, send requirements so Sheldon can start the project.
Delivery time starts when Sheldon receives requirements from you.
Sheldon works on your project following the steps below.
Revisions may occur after the delivery date.
Economy scope review and world mapping
I map your game world's factions, resources, and geographic distribution — the structural foundation every economy decision is built on.
Currency and resource architecture
Currency taxonomy, resource classification, sink and source design, and anti-inflation mechanisms specified before any market design begins.