Development Background
Game Summary: Real-time, grid-based, PvP battler.
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User Story: Command a squad of 6 Champs to battle an opposing squad.
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Product Challenges: Channel the level of competitiveness found in MOBAs to a 1v1, mobile format. I leaned on my gaming experience with top MOBAs such as DotA and HotS and meshed it with grid-based tactics of classics like Final Fantasy Tactics and Disgaea: Hour of Darkness. I was the only content designer under the Design Lead on a team of about 20 people, so I was the resident Champs gameplay expert and even ran a livestream, where I hosted matches and tournaments. My product management work on Champs also carried over to a future unreleased title at Quark where I officially doubled as a Game Designer and PM.

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Feature - Champs
I designed most of the 30+ Champs in CB.
Each Champ consisted of 4 actions that cost energy:
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2 Energy - Move
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3 Energy - Basic Attack
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4 Energy - Utility Ability
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5 Energy - Ultimate Ability
The Champs were divided across 5 races, each with their own themed abilities
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Human
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Undead
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Sun Elf
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Machine
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Chibbit
There are 2 tiers of Champs: Starters and Evolutions
Evolutions have abilities themed off their associated Starter
Champs could equip Mods to enhance their stats.
Feature - battlegrounds
I designed all of the battlegrounds in CB.
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Players queued into a pool of pre-designed, symmetrical battlegrounds.
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Objective - reach 10 kills
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Each battle ground was a grid of at least 7x7 tiles with the the following attributes:
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Height - affects movement and attack range
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Energy Tile - doubles energy recharge
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Respawn Tile - Champs slain will respawn on or near this tile after a short timer

Full body of work
Production
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Feature Specs
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Champ Races
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Mods
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Content
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Champs/Abilities
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Battlegrounds
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Mods
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QA all Content
Limited Release
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Content
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Champs/Abilities
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Battlegrounds
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Mods
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QA all Content
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Produced/hosted live-stream content of gameplay
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Ran internal and external tournaments
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Populated Wiki

