Pacific Rim: Breach Wars

Pacific Rim Breach Wars was the first game that Kung Fu Factory self published and developed, and that came with no small amount of pride in the office. We made a new match 3 game engine for WWE Champions that was built to last through multiple projects, and this was our first chance to make it our own. The project was officially licensed by Legendary Pictures, and its relevance was boosted by the release of Pacific Rim 2. This game received Editor’s Choice Awards on the Apple and Google Play stores, and enjoyed a lot of success long after the IP’s popularity had diminished. I learned a lot about live ops and feature design during WWE champions, but on this game I was given much more space to forge my own path and design what I chose to.

Jaeger and Kaiju Character Design

Because of my previous experience designing characters for the other projects, I was given much more responsibility on Breach Wars. Since this game used the same base engine as WWE Champions, I adapted the character design to better fit the Pacific Rim brand and also introduce some new gameplay mechanics.

I got to interface directly with Legendary Pictures for Jaegar and Kaiju design. We made over 20 new Jaegers and Kaiju that were exclusive to the game and I had a large part in the concepting and design.

Event and Feature Design

Pacific Rim: Breach Wars used the same engine as WWE champions, so I got to improve the live ops system that I made earlier. We used the achievement system I made to create more robust events where players would gain points for interacting with different aspects of the game, which expanded the multiplayer capability of the game, allowing us create leaderboards for a variety of activities. The achievement system was also instrumental in gathering data on player habits for our analytics team. Pacific Rim: Breach Wars had a much longer roadmap of post launch content and I was one of the senior members of that live ops team.

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