Leonardo Squarizzi

The Investor’s Game

Manager · Strategy · Simulator · Multiplayer · 2D

A financial life simulator where players manage income, expenses, investments, and career choices to progress through Maslow’s Hierarchy of Needs and compete on global leaderboards.

Project Snapshot

  • Developer: Tindin Educação
  • Engine: Phaser
  • Time on project: 6 months
  • Partners: B3 · Tesouro Direto · Artemisia · TD Impacta

My role & contributions

Lead Game Designer · Game Balance · Level Designer

  • Game systems and economy design ownership
  • Quest and progression design
  • City level design and interaction flow
  • Economy balancing (salary, items, investments, enterprises)
  • Creation and management of 400+ in-game items
  • UI/UX collaboration for complex menu systems
Project Highlights

Economy & Progression Systems Design

Game Design · Economy · Progression · Simulation

🟥 The problem

The entire game experience is menu based, around purchases, resource management, and XP progression.

With 400+ items, each containing unique values, recurring expenses, and XP rewards.

🟨 What I did

I designed and balanced the economic and progression system:

  • Structured and managed a centralized spreadsheet with 400+ item variables
  • Modeled income sources, expenses, and investment returns
  • Designed XP thresholds and level unlock logic across five progression tiers
  • Applied value distribution formulas to maintain curve consistency
  • Tuned early-game economy to prevent inflation or stagnation
  • Controlled unlock pacing to regulate complexity exposure

🟩 Impact [LiveOps]

  • Stable economic loop with controlled resource circulation
  • Consistent progression curve across all five tiers
  • Predictable yet flexible scaling for future content additions
  • Reduced risk of inflation, soft-locks, or progression breaks
Investor vertical 1
Investor vertical 2
Origami Island overview
Origami Island overview

Technical Design & Implementation (Blockly)

Game Design · Technical Design · Systems Implementation

🟨 System Limitation

The entire Tindin platform is built on Blockly-based programming.

The small team and tight deadlines required hands-on implementation of several core systems.

Working with block based logic demanded a different approaches,due to its constraints.

This made clear algorithm planning, system breakdown, and documentation essential to ensure reliable gameplay behavior.

🟩 Using Blockly, I implemented

  • Quest validation and progression systems
  • Camera focus logic tied to building interactions and contextual dialogues
  • Menu systems dynamically linked to their corresponding buildings
  • A structured item catalog (icons, categories, subcategories, and values)
  • Enterprise purchase logic integrated into the economy system
Other Design Contributions

Navigation & Player Flow

  • Connecting interaction buildings, menus, and camera focus
  • Consistent navigation paths regardless of entry point
  • Clear mental model despite a high number of interactive options

Instant Feedback & Gameflow

  • Real-time feedback for purchases
  • Clear patrimony overview with categorized income and expense
  • Smooth pacing supported by continuous feedback loops

Creative Design

  • Designed item naming, descriptions, and thematic coherence across 400+ assets
  • Translated Maslow’s hierarchy into a structured progression
  • Maintained a collaborative item spreadsheet used by the entire team