Overview
A card-powered FPS with blocky visuals, quick matches, and a dedicated mobile audience.
FPS Battle Arena combined deck-building with first-person shooting, letting players build a squad of heroes and spells before jumping into tight, fast-paced arenas. As a Producer and then Game Designer, I saw the potential in its unique formula, but also the pain points: outdated UI, slow progression, and a meta that needed shaking up. I helped the charge on a full card system revamp, introducing new heroes and spells, and worked with systems designers to make progression more rewarding for everyone—not just spenders. We modernized the UI, improved matchmaking, and added new maps to keep things fresh. I also made sure our updates were transparent, with regular communication and community feedback loops. The impact was immediate: player numbers climbed, old players returned, and the game’s reputation for “pay-to-win” started to fade. FPS Battle Arena became a place where strategy and skill actually mattered.