
Realms of Alurya (formerly Synergy Land) is an action-packed Web3 RPG set in a vibrant fantasy world developed by Synergy Games. Players manage their own island by crafting items, growing crops and livestock, and raising creatures. Meanwhile, they can explore dungeons, battle ferocious monsters, and discover powerful loot.
Status: Released- Service discontinued
Senior game designer
I managed the design department during the project’s development, performing the following tasks:
- Managing the team and overseeing the organization and distribution of the department’s tasks
- Communicating and coordinating work with other departments
- Reviewing final design decisions to ensure they align with the game’s direction
Systems Designer & Mathematician
I was responsible for designing and implementing most of the mathematical formulas and systems required for the game, developing progression formulas, saturation curves, and other core numerical systems
Farming
I contributed to the design of the crop, livestock, and tree growth system, working on elements such as growth times, energy costs, drop tables for the different resources, and the special event system used to award NFTs


Crafting
A production system was developed featuring various stations -such as the sawmill or the kitchen-where items could be crafted from materials through a generic recipe system. This approach allowed new stations to be added with minimal effort from both programming and design teams. The system also included station-level progression with recipe unlocks and worker-feeding mechanics, as well as a basic dialogue system
A crafting and NFT upgrade system was also designed to encourage player trading and generate benefits from obtaining NFT materials within the game
Tradepacks
The system was designed to allow the disposal of excess materials by converting them into money through the creation and shipment of packages to different cities. It included events that caused variations in package prices depending on the destination, as well as a station upgrade system that enabled sending more packages simultaneously and of higher quality



Breeding and Mating
A growth system for NFT pets was designed, allowing pets to progress through three stages: egg, baby, and adult, with adult stats being influenced by the breeding process. This system was closely linked to the crafting system, as certain items were required for breeding
Since these were NFTs, the reproduction system was designed to prevent multiple breedings. A complex mathematical model was implemented to adjust the probabilities of obtaining higher-rarity eggs based on the parent pets, various items, and other factors
Quest system
The quest system was developed to provide a sense of progression and help players learn during their initial gameplay sessions. It included various types of quests, such as interacting with objects, farming, crafting items, and a rewards system


Islands NFT
Each player’s island was designed to function as an NFT, providing significant upgrades to the systems contained within it as well as to the player, allowing for faster growth and progression
Enemies
Design of enemy abilities, behaviors, and stat balancing, as well as the enemy difficulty progression system, ensuring a smooth increase in challenge throughout the dungeon.


Character skills
The character’s abilities were designed to be varied and diverse. In addition, the weapon system and damage progression were implemented, along with NFT artifacts that granted unique abilities.
Pet skills
A pet combat ability system was designed, featuring randomized abilities based on pet type and rarity, providing combat benefits and enabling a wide variety of character builds.


Level design
Within the level design scope, I was responsible for the placement of enemies, rewards, and events throughout the dungeon, as well as the design of the various spawn systems.
UI design
I was the primary designer and implementer of the ability and item tooltip system, ensuring clear and accurate information delivery to players.

Other minor systems
Designed several auxiliary systems, including a character weight system impacting dodge behavior, alternative item production pipelines, web event reward systems, seasonal events (e.g., Christmas), and character skin and outfit systems.