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About

About:

Battlegrounds is a visceral, free-to-play VR combat sandbox built for the Meta Quest. It throws players into intense, physics-based arenas where they can master a dynamic arsenal of melee and ranged weapons. The game emphasizes skill-based multiplayer combat, rewarding players with a deep progression system and a robust in-game economy that allows them to customize their loadouts and visual identity.
 

for more info
visit: https://www.meta.com/experiences/battlegrounds/24783420087971207/

I joined Sinn Studio as the Lead Game Designer, taking ownership of the Battlegrounds project from its early concept phase and guiding it through its launch as a successful free-to-play live service. Over 18 months, I was responsible for establishing the core design vision, building the foundational gameplay systems, and leading the transition to a live-service model that captivated a growing player base.

My Role:

Lead Game Designer

My Role

As Lead Game Designer, I was responsible for:
 

► Owning the Core Gameplay Loop: Designed and implemented the foundational 3Cs (Character, Camera, Controls), combat mechanics, and the core progression loop that formed the addictive heart of the experience.
 

► Architecting Live Service Systems: Spearheaded the design of the free-to-play model, including the monetization strategy, in-game economy, and player retention systems that drove long-term engagement.
 

► Leading Multiplayer Innovation: Pioneered the game's signature physics-based melee combat, solving complex design challenges to deliver a satisfying and competitive multiplayer VR experience—a first for the platform at this scale.
 

► Driving Product Direction: Utilized a data-informed design approach, leveraging player feedback, KPIs, and competitive analysis to guide agile iteration and feature prioritization post-launch.
 

► Shipping & Live-Ops Management: Led the design team through the launch of the game, achieving a 4.8-star rating and over 500,000 downloads on the Meta Quest store, ranking it among the Top 50 trending titles of 2025.
 

► Cross-Disciplinary Leadership: Collaborated directly with product managers, artists, and engineers to ensure a cohesive vision and high-quality implementation from prototype to final polish.
 

► Mentorship & Task Delegation: Supported and mentored junior designers, providing constructive feedback and breaking down high-level design tasks into actionable work for the team.

Content Updates
Design Goals

Design Goals: 

Our vision for Battlegrounds was built on three core pillars that informed every design decision:
 

1. Visceral & Accessible Combat:
The primary goal was to make players feel powerful and skilled from their first swing. We focused on intuitive, physics-driven interactions that were easy to pick up but difficult to master. The "game feel" of every weapon—from the weight of a greatsword to the recoil of a blunderbuss—was meticulously tuned to achieve this.

 

2. A Sustainable Virtual Playground:
As a free-to-play title, we aimed to create a "virtual playground" players would want to return to daily. This meant building a rewarding progression system, a fair and enticing economy, and a content roadmap that made players feel invested in their journey and the world.

 

3. Competitive & Sharable:
We designed moments of high-intensity action and surprising physics interactions that were inherently shareable. By fostering a competitive but fair environment, we encouraged the growth of a community and the creation of organic content, which became a key driver of our player acquisition.

Post Mortem

Post Mortem:

The Triumph of a Niche Vision:
The biggest risk and ultimate success of Battlegrounds was its dedicated focus on deep, skill-based melee combat in VR—a niche many considered too difficult to execute well. By not diluting this vision and instead doubling down on perfecting the physics and combat feel, we carved out a dedicated player base and achieved significant critical acclaim. This validated the strategy that a deeply satisfying core mechanic can be a powerful differentiator.
 

The Live-Service Pivot:
Transitioning the project to a free-to-play model midway through development was our most significant challenge. It required rebuilding foundational systems like progression and economy under live-service constraints. While this initially stretched resources, establishing clear data pipelines and a robust KPI dashboard from the outset allowed us to iterate post-launch with precision. This data-driven approach was instrumental in improving retention and monetization, proving that investing in analytics infrastructure early is non-negotiable for a live game.
 

Scope, Pace, and Team Health:
The ambitious launch timeline, while successful, came at a cost. The pace required to build a live-service title from the ground up led to periods of sustained crunch, which impacted team morale and creativity in the later stages. In hindsight, a more realistic initial scope—focusing on a tighter set of highly polished features at launch—would have protected team well-being and potentially resulted in even higher quality for our launch features. This experience underscored that a sustainable development pace is not just a moral imperative but a strategic one for long-term project health and innovation.

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