Uploaded October 2025 | Updated September 2026, 2 weeks ago
Perhaps the most critical skill for any game developer is how to handle in-game progression.Progression systems aren’t just about XP bars and unlocks; they are perhaps a designer’s most powerful tool for guiding player behavior. Drawing from experience as Lead Progression Designer on XDefiant, this talk explores how progression system design and incentives can encourage teamwork, reduce toxic play, and keep players engaged. Attendees will learn practical, proven techniques for using progression design to subtly shape how players play, where they play, and how long they stay.
Patrick Fram is a generalist game creator, designer, and one-man development studio rolled into one. With 18 years in the industry, he specializes in progression and systems design, but his toolkit spans art, animation, programming, and audio. He led the progression and metagame design on Ubisoft's XDefiant, designed puzzles, minigames, and levels for South Park: the Fractured But Whole, and contributed to The Division 2 and Rocksmith. Patrick thrives at the intersection of creativity and data-driven design.
For more great game dev videos like this, please support our Patreon at patreon.com/GeorgiaGameDevs
Perhaps the most critical skill for any game developer is how to handle in-game progression.Progression systems aren’t just about XP bars and unlocks; they are perhaps a designer’s most powerful tool for guiding player behavior. Drawing from experience as Lead Progression Designer on XDefiant, this talk explores how progression system design and incentives can encourage teamwork, reduce toxic play, and keep players engaged. Attendees will learn practical, proven techniques for using progression design to subtly shape how players play, where they play, and how long they stay.
Patrick Fram is a generalist game creator, designer, and one-man development studio rolled into one. With 18 years in the industry, he specializes in progression and systems design, but his toolkit spans art, animation, programming, and audio. He led the progression and metagame design on Ubisoft's XDefiant, designed puzzles, minigames, and levels for South Park: the Fractured But Whole, and contributed to The Division 2 and Rocksmith. Patrick thrives at the intersection of creativity and data-driven design.
For more great game dev videos like this, please support our Patreon at patreon.com/GeorgiaGameDevs










