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WWE Mayhem

System Game Designer

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10+ Million Downloads

Top 50 Grossing Sports Category

Grainy Round Shape

Documentation

Gameplay Design

Event Progression & AI Balancing

Feature Pitch

Play Test

Game Balancing

Research

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Project Tasks Overview

Bug Fixes

Role & Responsibilities

Game Designer from concept to gold master

I designed, balanced and finalized 2 major feature of WWE Mayhem. AI System & Events System

 

AI System (Gameplay)

AI System creation:

  • Created a AI system design using Ultimate fighting engine fuzzy AI template

  • Game Ai had 2 basic functionalities

    • Decision Parameters

    • Counter Parameters

  • Decision parameters are responsible for AI to make decision based on probability

  • Decision parameters are triggered upon the players decision

  • Counter parameters are responsible for the AI to make decisions based upon probability

  • Counter parameters are triggered by AI decision to counter any attacks or actions done by the player

 

Responsibilities:

  • I was responsible to create different types of AI example: Aggressive, Defensive, Normal etc

  • Each AI template feels different: Aggressive AI would attack more whereas an Easy AI would dodge more defend more and hit less

  • Once these templates were created I would play against the AI note down the winning and losing streaks.

  • Adjust the AI accordingly and play again till the required result was obtained

  • Once the AI templates were finalized I would have the QA test them and give their feedback

  • I would tweak the AI further as per QA feedback.

Once the AI was as per requirement I would commit the files on SVN so others in team could play and give feedback.​

Event Feature (Retention Feature)

Events System Design:

  • Special fights that are available to the player for certain amount of time are considered as events

  • These events are Divided into multiple fight paths and are segregated into different types

  • Each event gives a specific type of reward depending on the event, Example: Smackdown, Raw, summer slam loot cases earned as rewards upon event completion.

  • Since these events are type based: Raw fans would love to play the raw fights against their favourite wrestlers.

  • Similarly, there are certain special events like the raw 25 anniversary and Royal rumble that are special events which run on the dates close to real world events

  • Event system can contain multiple fights against multiple opponents and they are progressive in difficulty

  • Events are the main attraction for WWE as they are the most played out of all other game modes

  • They offer special loot cases as rewards, player can choose to play in their favourite club’s smack down raw or NXT.

 

Responsibilities:

  • I was responsible to create this event feature from scratch

  • I would create the fight ladder system, decide the difficulty of the events

  • Once the event was created I would play it and test it

  • Adjust the AI and ratings (Health, Power) of the opponents accordingly.

  • I would create multiple templates that would be then tested by the QA team

  • Once they were tested by the QA team then they would be live for the players to play

  • Once the players play the event I would investigate the events data

  • I would verify the fights data, drop off points, number of players playing the event etc

  • I would create new events based on the obtained data for better player experience

Game Store Links

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Images on this page are screenshots from the game and are only for display purpose

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