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SHADOW WARRIOR
3

I joined FWH 8 months before the release, but there was still a lot to do I had the opportunity to fix, debug, and also add missing things. 
Then after the launch, we took the opportunity to create post launch content with a reduced team where I had the chance to design not only arenas, but also a dedicated spawn system and tools for designers to work more comfortably while ensuring a safer debug later on. 

The idea was to provide to the players another type of experience, more challenging and potentially endless with randomisation of waves of enemies in arenas meant to be hectic with a very cool navigation. 

DEFINITIVE EDITION TRAILER

Lo Wang being Lo Wang, better watch than read.

CHILLY PLAYGROUND

A complete redesign of a selected arena. 

My objective was focused on verticality and playing outside the box by providing fast and smooth flow out of the map boundaries.

Like the two others, we redesigned the geometry by adding pieces of the dead dragon to the existing level. 

THE KILLING FLOOR

This arena had for constraint to keep a trap where enemies can get killed while falling.

Besides the navigation that became very aerial thanks to grapplers and bumpers, the big part was in the balancing of the enemy waves and the enemy formations. 

DRAGON NEST VILLAGE

This last arena was very wide and empty originally and we transformed it by modifiying the navigation to have the player crossing the paths constantly, not often in the air, a lot of wallruns, and focus on bumpers to move fast. 

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