
Fight Me!
Lead Designer
Concept and pitch for a social mobile fighting game where players unlock and fight with a variety of monsters.
Came up with game concept, UI/UX design, character art and design, managed a team.
Concept and Balancing
Rough idea of how the system works and the general ratio of stats among the three designed characters, Gilbert, Colette, and Matz.
Each character is designed with three stats in mind; body, which determines health points, strength, which determines how much damage their attack deals, and agility, which determines dodge chance.
There are also three types of fighters, each one having an advantage over the other: physical>magic>weapons>physical.
We tested the ratios a bit using dice and small integers to balance the system.
Early concept work and balancing on how the game would work mechanically. A couple paper tests were run to see if the mechanics felt good.
A couple of rough sketches of the home screen UI.
Character Concepts
Three finalized designs, each embodying one of the core fighting “types” present in the game’s proposed mechanics.

A character meant to embody the "physical" fighter. Gilbert is a well rounded character with no particular strenghts or weaknesses, causing a temporary debuff with his special attack Bubble Breath. In a small poll, Gilbert was the most well liked character by a landslide, earning him a place as the game's mascot.

A character meant to embody the "magic" fighter. Collete is great at dodging, but lacks in the damage output, instead manipulating her foes with her special attack Red Strings.

A character meant to embody the "weapons" fighter. Matz is designed for higher damage resistance, bit not so great dodging capabilities. He just keeps dealing out the damage, dishing out a devastating blow with his special attack Biker Rally.
Prototype game screens
UI flow was prototyped with Adobe XD. Here’s a sample of the various screens and proposed UI layout.

Final draft of the home screen UI layout.

After choosing the "fight" option from the home screen, there's an additional option for what type of fight players want to contiune with! Storyline fights are against enemy AI in pre-made levels, PvP is for fighting against other players, and Co-op is for 2v2 battles where two friends can team up to fight other duos.

After choosing the fight type comes the character selection screen to choose which fighter on a players roster they want to use.

A rough draft of the fight screen UI. There's tracker bars, the top one connotating health and the second one connotating the amount of charge until the next use of the character's special attack. Attacks and special attacks differ from character to character, but defend reduces any damage from the other character's next attack. Item uses any items the player has in their inventory to heal, buff themselves, or debuff their opponent.

Rough draft of the shop screen for buying cosmetic items, hard currency, or items to use in battles. The top section for each one is for showing special deals and linking directly to them.

The roster screen where players can view which characters they have unlocked and and upgrade and improve them.

Players unlock new fighters by paying for the character gatcha with the special reputation currency.