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Beast Brawlers

V2 Games, now Ludare Group Inc.
Overview

Beast Brawlers is a real-time 4-player fantasy multiplayer game where players collect and upgrade unique mounts to battle against opponents in arena-style combat.

Developed by V2 Games (Vancouver, Canada), the project aimed to create a fast-paced and visually engaging mobile multiplayer experience. Working within a small but highly collaborative team, we focused on building a vibrant world, responsive gameplay feedback, and intuitive player interfaces.

The game was nominated for Google Play’s 2017 Indie Game of the Year (Top 10) and has since reached over 500,000 installs worldwide.

Project Details

STUDIO: V2 Games

ROLE: Game UI / VFX / Game Art

TEAM SIZE: 8 Developers

PLATFORM: Mobile (iOS / Android)
INSTALLS: 500,000 +

My Role

As part of an 8-person development team, I contributed across multiple areas of the game's production.

Working closely with designers and engineers, I helped shape both the visual presentation and gameplay feedback systems. My work included creating in-game assets, designing interface elements, and developing visual effects that enhanced the moment-to-moment player experience.

Responsibilities included:

• UI / UX design and interface planning
• UI animations and interaction feedback
• Particle effects for combat and abilities
• 2D and 3D game asset creation
• Visual polish for gameplay moments

The small team environment allowed me to collaborate closely across disciplines and contribute to multiple stages of the game’s development.

Challenges

One of the major challenges during development occurred midway through production when investors decided to shift the visual direction of the game toward a more mature and competitive tone.

Originally the game leaned toward a bright, playful aesthetic. The shift required adapting the visual style and effects to better appeal to a more hardcore audience while maintaining readability and strong gameplay feedback.

This required evolving the art style, refining visual effects, and adjusting interface elements to better support the new direction while staying within the constraints of an active development schedule.

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