Knockout City

Get ready to dodgebrawl

I started working on Knockout City after wrapping up on Mario Kart Live. My first task was to implement the player leveling for ranked play. Anyone make it to diamond rank Season 1?

My good friend Chris Mercado was the main design point-of-contact whilst I was working on game modes such as Basketbrawl and Superpowers. Working closely with the design team and getting larger scale feedback from company-wide playtests really scratches my creative itch—it’s all about the players and what is memorable for them!

An example of the ranked progression screen

Ball out, ball up, knockout

There were a lot of talented folks on the KO City team, and just as many ambitious ideas. With plans of live service, we needed to remove any bottlenecks in our content pipeline. We built a scheduling framework that we used to define our seasonal and event data, keeping future events from prying eyes whilst unblocking our UI team.

In addition, I implemented layouts and navigation for event screens, as well as the ranked progression!

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