Modes: everyone has a chance to win
Elemental Brawl · rules, scoring and pacing of the game modes
The promise of Elemental Brawl's modes is on the store page itself: everyone has a chance to win, not just whoever hits hardest. The mode ideas came from the game's director; my role was evaluating which ones worked, and turning each idea into closed rules: scoring, match time and objective.
Scoring is behavior design
The example that best shows this work is the Kill Confirmed style mode, collecting tags from the fallen: a kill is worth half a point, confirming the tag is worth a full one. The math induces the behavior the mode wants to see: downing someone from afar and camping is not enough, you have to reach the body, expose yourself and confirm. Whoever only shoots helps; whoever confirms wins.
Other rules follow the same logic of giving everyone a chance until the end: the crown that escapes the leader seconds before the finish comes back with a bigger cushion, so comebacks actually exist; the rare match deciding item spawns rarely, to be an event, not routine.

Result
The game launched with two modes, Deathmatch and Totem. King of the Hill, Kill Confirmed and Crown/Briefcase stayed designed as first year content, inside an update calendar planned so the game would not get repetitive: each pack would combine new modes, elements and characters, with dates that gave production time and kept players coming back to see what arrived.
Modes, in the end, are the same discipline as the rest of the game: a clear promise to the player, rules that induce the right behavior, and numbers adjusted until the promise is kept.