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ShippedGame2016 — 2018
MMA Manager
MMA action: strike, clinch, take down and finish with highlight-reel submissions.

A mixed-martial-arts game for Prey Studios: you strike, clinch, take down and finish with highlight-reel submissions, wrapped in sports-management depth and social features.
I joined an existing codebase. I added a large number of features, which the team then stabilised and shipped.
My role
Support & portingFeature developer: added many systems that were then stabilised and released
Team
Zadzen Games · 2016 — 2018
Platforms
- iOS
- Android
Stack
- Unity
- C#
- Client/Server
Support & porting
What I did
- 01Added a large number of new features and systems to the existing game.
- 02Deep UI/UX work across the management screens.
- 03Client/server and social integration.
- 04Worked with the team through stabilisation, bug fixing and release.
What stands out
- 01A client/server architecture with social integration.
- 02Deep sports-management UI/UX on top of the fighting.
- 03UI concept screens include a matchmaking 'Match Found' screen showing opponent record, KO/DEC/SUB percentages and win probability
- 04Fighter management includes a 'Gameplan' screen with sliders for Approach (e.g. Offensive), Technique, Strike Defense and Takedown Defense
- 05Post-fight 'Round Breakdown' UI compares two fighters across punches, elbows, knees, low/high kicks, ground grappling, takedowns, submissions and clinch stats
- 06A Roster screen lists fighters with weight class, height, skill points and win-loss-draw record
- 07A Top Ranked Fighter leaderboard screen shows international/weightclass/gender filters
- 08Concept art includes an isometric 3D gym-room builder for placing training equipment
- 09The project evolved through successive git snapshots on Unity 5.4/5.5, with branches for a beta, chat, tutorial bundle, friends and grid-storage features.
- 10Login/account flow design: first launch must not force registration; players are auto-connected via device ID plus Game Center (iOS) or Google Play (Android); a settings popup lets players link/unlink Facebook and Google Play; switching device platforms requires generating a time-limited link code on the old device to transfer progress to a new device, with explicit user confirmation before overwriting existing progress on the target account
- 11Asset requirements specified animation delivery limits: max 10,000 frames per animation, max element size 2048x2048, autoplay animations split into subtitle track plus a single main timeline file per scene, and a separate 'interactive/game part' animation file containing all branching actions and choices; menu animations must include all menu items with open/close actions and an idle frame
- 12Design walkthroughs covered tutorial/story/AI, guest coach and trainer systems, plus a shop item list and shop staff (trainer) detail screens for an in-game economy
- 13A 'Choose Tactics' screen lets the player toggle numerous named tactics (Aggressive, Defensive, Distance, Wrestling Style, BJJ Style, Muay Thai Style, Punches, Adv Kicks, Elbows, Knees, Clinch, Submissions, Takedowns, All In Takedown, Ground & Pound, Escape Instead of Wrestle, Aggressive All In, Advanced, Keep It Simple, Extra Strike Defense) per fighter before a fight
- 14Gym 'Administration' screen tracks managing director bio, bank account (money and tokens), gym tier/storage capacity, gym popularity/score, gym member types with monthly income and popularity contribution, and a computed top fighter by skill
- 15Store 'Trainer Information' screen models trainers with biography, tier, training effectiveness percentage, gold/token cost, XP boosts, and five trainer skill stats (strength, agility, condition, motivation, punches) that transfer partial effectiveness to the player when hired
- 16The shipped Android build identifies the product as 'MMA Manager' developed by Prey Studios; in-game splash art shows the Prey Studios eye logo and an octagon fight under the MMA Manager wordmark
See it in action














