WWE Champions

WWE champions was the most financially successful game I have ever launched. This game was the first game Kung Fu Factory published with Scopely in what was supposed to be a three game partnership. Scopely is an amazing company that knows how to handle monetization, marketing and analytics, so this was a big opportunity to gain a lot more knowledge in those fields. This officially licensed WWE game received Editor’s Choice on both Android and iOS, Hit #1 on the top free games list multiple times, and continues to bring in great revenue. The game is now fully run by Scopely, but I continue to be proud of the finished product. I began this game with no interest for wrestling and ended it with a vast knowledge and appreciation for the sport.

Character and Gameplay Design

WWE Champions was a pretty traditional character driven match 3 mobile game. I picked a wide variety of wrestlers in their different forms across the franchise’s history, gathered the reference and designed their gameplay.

The goal of the game was defeat the enemy wrestler, and your characters would do so by matching similarly colored gems and using famous moves. I got to pick which moves were used for many characters, and even got to do some motion capture to animate them. 

Character and Gameplay Design

As this was an officially licensed WWE game, our publisher was expecting higher profits and more live events. This project signaled a move to a new team for me, and so I began by designing the single player campaign and a self sustaining cycle of event content. As I got more familiar with the game I was given more ownership of the live operations, designing new features and releasing them into the live environment. I designed a daily mission system and a lifetime achievement system that simultaneously worked as a way to track player progress for event rewards. Out of all the games I made, this one was designed to monetize, and I learned a lot about player psychology and event and feature design.

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