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This local PvP arena sport was created over 4 weeks by 9 students at Futuregames Warsaw. We tackled the theme of “Replay-ability”, using Unreal 5.6, Jira management, and Perforce version control.
Project Roles:
QA
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Killwatts League is a multiplayer 1-vs-1 battle where each player controls and positions their 3 unique characters to carry, pass, charge and shoot an electrified game ball into the opponent’s goal. While you control a single character at once, your other two assume defensive AI positions, ready to lunge at enemies and retrieve loose balls.
Possession charges the ball quickly, and the ball must reach a threshold to register a goal, but charging to 100% will cause it to explode, knocking back anyone in proximity. Clearing the ball, dash knocking opponents or weaponizing the ball are all fair game in this dynamic back and forth battle.
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My goal was to create an arena that fostered quick gameplay, adhered to the metrics of our base character attributes and ball physics, all while maintaining a balance between offensive and defensive zones. Achieving this required many iterations from blockout to gold, as we constantly play-tested and balanced our core mechanics.
Arena Evolution
Top-Down Plan

2D Plan: Triangles placed in front of the goals prevent foot access from center, and force offense into choke points/lanes. Conversely, movement from own goal towards center is unobstructed, providing defensive advantage.
First Blockout

The original blockout included 3 levels of verticality, including sloped corners to channel lose balls towards the center. Lanes of play remained mostly divided in this 70-meter-wide version.
Alpha

For Alpha the map was drastically shorted to 40 m. Corners we chopped. The raised sides were given long sweeping slopes directly to center providing much better game flow. Accents were added to aid in ledge identification.
Pre-Beta

Custom floor assets added as the level underwent another iteration with flattened goal areas for better access. Important lessons were learned at this point regarding modularity and maintaining scale for 1 for 1 replacement.
Beta