Rush Rivals

The moment we've all been waiting for has finally arrived! This is Rush Rivals, the coolest gameshow in the entire universe and YOU could be our next champion! The goal is simple: set up an impenetrable obstacle course with wild and wacky bot defenders. You're going to need some wicked power, so make sure those battle bots are upgraded!

FEATURES

  • Evade & Battle Unique Bots like Bonk Bot and RolyPoly!

  • Challenge your Friends and Steal Their Stuff!

  • Create an Unbeatable Course and Protect your Resources!

MY CONTRIBUTION

I was the lead designer on this project. As an asymmetrical roguelike action mobile game, Rush Rivals required a lot of design. I contributed UI/UX, tutorial, combat, enemy, economy, narrative and level design. I used a suite of tools (Unity, Google Sheets, Miro, Confluence, Jira) as part of the regular workflow.

CONTRIBUTION EXAMPLE

I was tasked with designing the enemies in Rush Rivals. I’m a long-timed TTRPG player, and initially looked at designing the enemies around a party role structure (Tank, Damage, Support, etc). The player is both using and battling these enemies, so it’s important for their role to be clear and allow for synergy.

Approaching the design this way, I created low, medium, and high level enemies. I designed lower level ones to be simpler, while medium and higher-level enemies to be more powerful.

After first clearing the design with Product, I presented the design more widely. I focused on gameplay, stating what the enemy does and how it should behaves. My goal was to be descriptive, and minimally prescriptive. This let the other departments freely determine the enemy’s art and development in the best way they saw fit.

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NFL Rivals