Game progression design is a demanding, data-intensive design activity that is typically performed by game designers without even basic computational support. To address this, a concept for tool-supported “progression planning” has been proposed and implemented by Butler, Smith, Liu & Popovic for the design of their educational puzzle game Refraction. Refraction is a game that has relatively undemanding progression design needs. Further tool development and practice-based evaluation is needed to establish whether – and if so, how – a generic, tool-supported progression design process can address the diverse range of often complex progression design challenges that game designers find themselves engaging with. In this paper we describe how we used three game design case studies in contrasting game genres to inform the development of a tool that adapts and extends the progression planning approach.