The Game Design Behind Loot Boxes

By RookieDev

Community Score: 50% | 70 views | 1w

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Years ago, I studied the loot box system in Brawl Stars and tried to figure out how a system like it could work behind the scenes. I ended up designing my own version for a game I was working on, and I recently found the old design document again. So in this video, I’m opening that document and walking through the system: weighted random rewards, rarity, player progression, bad-luck protection, duplicates, reward pools, and the idea of depth and width in a gacha system. I’ll also break down one of the actual probability formulas from the document and explain it without making this a math class. This is an old design exercise inspired by studying Brawl Stars. It isn’t a claim that these are the exact formulas used by Brawl Stars, either then or now. If you’re interested in game design, systems design, indie development, and the weird spreadsheets hiding behind games, that’s what I make videos about here. Game: Brawl Stars Channel: RookieDev #GameDesign #GameDev #SystemsDesign

Tags: game design, systems design, loot boxes, loot box design, gacha system, gacha game design, reward systems, game systems, game development, gamedev, indie game dev, probability in games, random rewards, weighted random, pity system, bad luck protection, game economy, progression systems, brawl stars, brawl stars loot boxes

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