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WWE 2K24

WWE 2K24's MyFACTION mode is where I worked on one of my favorite features I've ever designed: Faction Wars. I totally re-designed Faction Wars to become a roguelite game mode, complete with randomized stages and various randomized rewards that players could earn throughout their runs.

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I designed the underlying tech for the stages, implemented all the stages using modern level design principles, and designed and balanced the reward economy. There were over 6 types of nodes that players could interact with, and I hand crafted every single node on each of our 60+ stages.

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Players would choose their starting lineup, apply Armor to their Superstars for that run, and engage with Choice nodes, where they had to make compelling narrative choices, Health Nodes, where they could choose between healing up their Superstars now, or earning a currency that would help their long term progression in the mode, and various other nodes that are a common sight in the roguelite genre.

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I helped design most of the UX for the mode, including the Run Summary and Stage HUD, where players would be consistently informed of the critical information, so that they could make informed decisions at the various nodes.

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All in all, I am very proud that I was able to work on one of my favorite genre pieces, while also elevating the quality of the experience for the players, and also elevate my craft along the way.

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What I worked on

  • Faction Wars

    • I designed every major system within the Faction Wars Game Mode, changing the entire game mode to become a varied and rewarding roguelite.

  • Armor System

    • Working with gameplay experts, I instituted and balanced the Armor system to give us the first custom gameplay effect within MyFACTION.​

    • Via internal playtesting, I balanced the starting Armor and the rewarded Armor amounts to feel satisfying.

  • Nodes

    • Choice Nodes​

    • Health Nodes 

      • Limb & Vitality Nodes​

    • Match Nodes

      • Regular, Mini boss, and Boss Nodes​

    • Mystery Nodes

    • Reward Nodes

  • Stage HUD Conveyance

    • Superstar Tracker​

      • This was based on playtest feedback from the team; they wanted to be able to Superstars while they made decisions at choice/reward/health nodes that related to the Superstars​

  • Rarity Credits Bonus

    • Created an incentive to chase higher rarity cards by ensuring players earned more Faction Wars currency if they used higher rarity superstars​

My Role: Systems Designer

Tools Used: Excel,  Figma, Confluence, MiroBoards, Confluence, P4V, Slack/Teams, various proprietary tech

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© 2024 by Shane Gaffney

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