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Overview

Platform: iOS,Android

Genre: Action Fighting
Game Engine: Proprietary

Mode: Career, Earn Mode, Challenges, Tag, (Live events or PvP in the future)

Game Description

Real Steel Champions is an Action Fighting game which is one of a kind in its genre as the player can build his own custom robots. Player can unleash unique identity from 900+ colossal robot parts of 31 Exclusive Robots. Choice varies from iconic Heads, massive Torsos and powerful Hands & Legs. Player can customize Robots with exciting Paint, Intro that mimics player style. The game offers 3 different modes: Career, Challenges & TAG

Responsibilities

Primary Role:​ Game Designer

  • Shipped 6 updates: 2 Major game feature &  4 Interim updates.

  • List of key features released:

    • PvP & Live Events: Mode Design, Difficulty balancing, Bot generation logic, Live-Ops ,Wire-framing among many other tasks.

    • Major feature update: Revamping the complete upgrade structure/ Meta, U.I. and adapting old users to the new systems. A complete reskin of the existing game and game rules. Large set of features fall under this major update.

    • Major feature update: TAG Mode. Complete ownership of the design decisions and defining the direction based on guidance from Lead Designer of the Real Steel franchise. Large set of features fall under this major update.

    • Game Balancing: Designing complete A.I. balancing & Reward Structure for any given mode via creating simulations on MS Excel.

    • Addition of new region/stage and additional tier of upgrade level.

    • Time Based Offers (One Time Offer & Limited Time Offers).

    • FTUE: Taking old user progression into account along with update scenarios (older to newer versions)

    • Semi Events or Time based challenges (Challenge mode)

    • Ad Monetization (Incentivization): Produced control sheets / backend parameters. Defined mockups and kept the template as generic as possible for ease of flexibility.

    • Push Notifications: Reward & Variable Based. Made sure the PNs catches a large set of users and is not hidden under layers of complex “triggerable” conditions.

    • In Game Achievements

    • New rewards structure for TAG: Defined complete backend structure on excel along with developers & product managers

  • Design approval with lead

    • Preparing initial high concept documents & presentations to gain confidence of the stakeholders in the design pillars & vision

    • Sitting with lead designer of Real Steel Franchise & Project Manager to identify & avoid decisions being stuck in communication loop.

  • Game flows, Wireframes & Documentation

    • Capturing detailed feature list with PM

    • Capturing all contents of each game screens to help visualize the game to the developers at the earliest

    • Identify loop holes in design & flow.

    • Understanding the flow & design from Player’s P.O.V. to ensure complex meta rules are grasped easily.

  • Extensive Communication with developers to resolve design queries, BUGs, guiding discussions, overcoming & understanding feature limitations

  • Control Sheets / Backend

    • Laying the initial control or backend sheet structure in excel and then transferring it to the developers.

    • Making sure structure is easily tweaked & understood in case the ownership is transferred during any unforeseen circumstances.

    • Primary Control Sheets produced for: A.I. Balancing &Reward Structure.

    • Making & testing changes to backend whenever the need arises.

    • Adapting control sheets based on game updates.

  • Best Practices

    • Frequent discussion with Lead designer of Real Steel franchise to identify the best practices being followed by the F2P market. Such as the age old monetization systems of Chinese market, Alliance, League, Events & several Gacha based game systems.

  • Bug Fixes

    • Leading design presentation & Q/A round with Q.A. team to solve design related queries or loopholes.

    • Helping the Q.A. team to keep clear distinction between Design & Development bugs.

    • Closing bugs based on priority.

    • Verifying backend changes with Q.A.

  • Game Balancing:

    • Balancing via creating simulations on MS Excel

    • Complete balancing Live Events, PvP, TAG  & Challenges Mode.

    • Setting up the complete reward structure for TAG MODE

    • Setting up balancing sheets and curves on excel.

    • Keeping the rough balancing sheet & original game balancing files updated at every instance.

    • Identifying pinch points or soft/hard paywalls along with Product Managers.

    • Balancing critical damage. Making sure the game does not turn out to be just a “NUMBERS” game

    • I worked closely with product managers to freeze the game & reward balancing for REAL STEEL CHAMPIONS.

    • The initial structure of stat balancing for parts, prices ,& game mode was done by the Lead Designer of Real Steel Franchise

  • Content Creation:

    • Producing wireframes and even mockups for various game screens and popups.

    • Unifying the game art vision with the artist, taking & giving direction from/to the artist.

    • Covering each game screen, popup & loading screen.

  • Data & Metrics

    • Breaking down KPI sheets into meaningful facts

    • Laying down update plan based on KPIs along with Product leads and Development manager.

    • Analyzing performance of the feature so that tweaks can be by the team from backend at the earliest.

 

Secondary Role:

 

  • Resolving any disputes along with the complete team related to design, production & timelines.

  • Personally producing task list or tracking sheets for respective departments to quickly communicate owners of tasks to each individual in the team; Tasks lists for Artist, Product Managers, Developers, Design, Marketing and Any miscellaneous 3rd party dependencies. This would provide clear visibility to the Development & Project Managers.

  • Arranging design presentations with QA so that bugs are identified & not raised during the development phase.

  • Owner of communicating all in game text to Localization Company and integration all localized text in game.

  • Communicating with 3rd party for Sound related requirements

  • Providing marketing department & community managers with game related content.

Game Trailer & Additional Information

  • Working in Reliance Games has given me an open playground with a huge game “REAL STEEL CHAMPIONS” to play with.

  • Under the guidance of Joseph Alva who over sees the real steel franchise, I have been able to pitch and convert my thoughts into material form.

  • I personally gained a lot of depth and control over the project and avoided leaving any nook or cranny of the project unattended.

  • I had the opportunity to dip my hands deep down inside the project for which I am very fortunate. As I have been told by Josephf Alva – “Look at any game you work on like a HAWK. Be the all seeing eye! Go through everything and each feature with a fine tooth comb and leave no room for errors.”

  • Our team has managed to push the updates live at an accuracy of ±2 days for all the updated cycles I have worked upon. I sincerely thank Kunal Borhade (Project Manager) for his objective approach and vast knowledge of everything which falls under game development.

  • Ownership of various design related decisions was transferred by Josephf Alva to me.

  • The Outcome

    • Real Steel Champions was featured organically on App Store in December,2015 as “The Best Game of 2015 from India”. This was a result of the major reskin update the team did to the existing game.

So called "PRODCUTION PICTURES"

Last Update: 14/04/2016

Created by: Naman Jain

Last Update: 14/04/2015

Created by: Naman Jain

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