Case study · 2022—2024

Ring City
Champions

A fast-paced 3v3 multiplayer hero shooter built around a competitive ball objective.

Role
Game Director · Game Design Lead · Game Engineer
Team
30+ people
Project development
Dec 2022 — Apr 2024
Engine
Unity

Character illustration by Sydney Price · Character co-designed with Teri Zhang for Ring City Champions.

01 / Match premise

A 3v3 shooter built around the Power Ball.

In a futuristic coliseum, two teams of three compete to control the Power Ball and escort it into the opposing goal.

Players select Champions with distinct abilities, movement, and combat styles. A round can be won by sending the Power Ball into the opposing team’s goal or by eliminating the whole opposing team.

As project lead and game design lead, I created the original game design document, defined the game pillars and core mechanics, and worked with the team from pitch through production.

Ring City Champions rifle-wielding Champion illustration.
Champion illustration from the original Ring City Champions artwork.
Ring City Champions arena gameplay view.
The arena connects combat routes around the shared objective.

Gameplay video

See the experience in action.

Original Ring City Champions gameplay capture. The case study below describes the mechanics and design decisions shown in the capture.

02 / Core game mechanic

From setup to score.

The match is built around a contested Power Ball: secure it, create an opening, and convert that control into a point.

Ring City Champions arena gameplay overview.

The original system design defines a round through four connected states.

01

Setup

Two teams of three spawn on opposite sides of the arena. The Power Ball appears at the center of the field.

02

Secure the ball

Picking it up reveals the holder’s location to the entire enemy team. If the holder is eliminated, the ball drops and becomes contestable.

03

Shoot or score

The holder can shoot the Power Ball forward. A ball that reaches the opposing goal awards a point and resets the arena.

04

Team wipe

Eliminating all three opposing players simultaneously awards a point and resets the round.

01SetupTeams spawn and the Power Ball enters the field.
02ContestSecure the Power Ball while its holder is revealed to opponents.
03CoordinateUse combat, movement, and passing to open a route.
04Score or wipeReach the goal or eliminate the opposing team, then reset.

03 / Round system

Two ways to win a point.

A match is organized into two halves, with overtime if the score is tied. Each round returns players to the same contested objective, so tactical choices reset while the score carries forward.

01

Goal

Send the Power Ball into the opposing team’s goal to score and reset the arena.

02

Team wipe

Eliminate all three opposing players simultaneously to claim the point.

03

Overtime

If both teams are tied after two halves, the match continues into overtime.

Ring City Champions arena view showing the illuminated central platform.Ring City Champions arena layout concept.

04 / Level design

Ring City Colosseum.

The arena uses a symmetrical layout so both teams begin with equivalent terrain and routes. Different areas support different playstyles: elevated positions create high-ground opportunities, while the objective and routes keep teams moving together.

Two goals, one contested objectiveTeams escort the Power Ball into the opposing goal and can pass it among teammates.
Team movement as a design problemThe ball carrier is revealed to opponents, giving teammates a reason to escort and opponents a reason to intercept.
Capture ZonesSix zones on each side create twelve possible objectives. One activates each round; controlling it grants a round-long bonus.
HEALTH+10% maximum health
SPEED+5% movement speed
GOALDouble the next goal
Ring City Champions environment concept

05 / Champion system

Four tactical roles.

Each Champion is defined by a weapon, ability kit, and base stats. Together, the roles support a range of team compositions.

Ring City Champions character concept lineup.

Brawler

A close-range fighter designed to win one-on-one duels and clear space around the objective.

Defender

A tank role that creates safety for allies, blocks attacks with shields, and protects the goal.

Sniper

A long-range assassin that punishes exposed targets and forces enemy positioning.

Striker

A high-mobility role that flanks, bursts targets, and evades enemies.

Damage output / durability

LOW DAMAGE → HIGH DAMAGEHIGH DURABILITYLOW DURABILITYStrikerSniperBrawlerDefender

Damage and durability separate the role identities.

Crowd control / mobility

LOW MOBILITY → HIGH MOBILITYWEAK CONTROLSTRONG CONTROLStrikerBrawlerDefenderSniper

The second axis shows the complementary trade-offs across the roster.

06 / Character ability system

A four-part Champion kit.

Every Champion combines a unique weapon with four abilities that create distinct movement, combat, and teamwork choices.

01 / ALWAYS ON

Passive

An ability that remains active without a cooldown or resource cost.

02 / TACTICAL

Basic ability

The first manually activated tool, designed around information, damage, or area control.

03 / TACTICAL

Basic ability

A second cooldown-based option that extends a Champion’s tactical choices.

04 / CHARGED

Ultimate

Built through action, damage, and scoring; powerful enough to be used only a few times per match.

Ring City Champions Champion concept art.Ring City Champions Champion concept art.Dual-blade Champion concept art.
Ring City Champions Blizz character concept art by Sydney Price.

07 / Champion ability design

Blizz, the Striker.

Blizz is a high-mobility Striker designed around speed, precision, and evasive combat. She is a high-skill-ceiling character: fast reflexes and mechanical mastery enable high-risk, high-reward plays.

Her signature ability, Curve Ball, bends the Power Ball along a controlled arc. It can create unexpected scoring angles, safely pass to teammates, redirect threats, and help Blizz recover the ball.

Blizz character portraitBlizz Curve Ball concept art

08 / Production

From pitch to production.

01

Pitch

I created the original design documentation and game pillars, then collaborated with two artists to pitch the game to faculty. It was selected as one of four projects from twelve pitches.

02

Initial production

With a team of more than twenty people, we refined the core systems. I also developed a playable multiplayer prototype independently.

03

Final production

I oversaw asset and gameplay development, helped onboard engineers, and collaborated with UI/UX designers as the project moved toward its final build.

Early Ring City Champions production concept art.Ring City Champions level development artwork.Ring City Champions environment artwork.

09 / My contribution

Leading design across disciplines.

Champion weapon concept from Ring City Champions.

Game direction

Led a 30+ person team from prototype to production; defined the gameplay vision, character classes, and combat roles.

Whitebox layout concept from Ring City Champions development.

Systems & prototype

Created the initial game design documentation, core mechanics, a paper prototype, and a playable multiplayer prototype in Unity.

Ring City Champions blue level iteration view

Level & iteration

Whiteboxed Ring City Colosseum to establish scale, flow, pathing, and combat goals; supervised iterations through team review and player feedback.

GAME PILLAR 01

Diverse Champions representing a wide variety of playstyles and real-world communities.

GAME PILLAR 02

Fast-paced combat designed around dynamic battlefields and immediate player decisions.

GAME PILLAR 03

A team-based ball objective combined with a third-person character shooter, built for coordinated play.

10 / Team credits

Made by a cross-disciplinary team.

Ring City Champions was developed by a 30+ person team across game design, programming, environment art, character art, UI/UX, music, animation, and production. The poster records the team behind the Spring 2024 project.

Ring City Champions Spring 2024 team credits poster

Original Ring City Champions team poster · ENTD Spring ’24

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