top of page
Group 1603071.png

BATTLE CAR ARENA

3a57c618-19a6-4883-a57c-6c6a29ad20c1 4.png

My Role

Core Mechanics  |  Combat Design
Level Design  |  Player Progression
AI System  |  Game Balancing

Post Apocalyptic

Frame 40.png

13 to 25 yrs old

Frame 41.png

TPV Car Shooter - Deathmatch

Frame 42.png

Unity Based Terra Studio

Frame 37.png

8 weeks - Vertical Slice

Frame 38.png

Terra App - Android / iOS​​​​

Group 1603075.png

Overview

Battle car arena throws players into fast-paced, 8-player free-for-all deathmatches where survival depends on speed, firepower, and tactical driving. Players control fully armed combat vehicles across arena in a desolate post-apocalyptic world.​​​​

Game Highlights

Combat Mechanics

Core Loop

Driving:

  • Accelerate, brake, reverse, and steer.

  • Perform Jump, Drift to evade.

​

Combat:

  • Primary Fire weapon.

  • Unlimited Ammo

​

Damage system:

  • Vehicles have health bars.

  • Critical hits cause extra damage

D0 Release - Focusing more on core loop rather than full meta. (Vertical Slice)

Gameflow3.png

Game Flow

Car Controller Specs

Analog Stick movement

  • Forward acceleration

  • Backward Reverse

  • Directional steering

​​

Reset Button

  • If vehicle is stuck or flipped.

​

Camera & Targetting

  • 3rd Person orbit camera independent of car movement.​

  • Auto Fire triggers when enemy is in range.

  • Aim assists locks on to enemy, helps in fast paced action.

  • 1.5x ADS zoom for shoot precision.​​

Level Design

Core Combat Zone:

  • Central sunken arena designed for high speed chases and close-range battles.

​

Terrain & Layout:

  • Sloped edges for quick access and jumps, ramps for aerial combat, and scattered debris for cover and movement variety.

​

Strategic Areas:

  • Ramp corners for height advantage, outer rim for ranged attacks, and scrap towers as hazard or loot zones.

Frame 60 (2).png

Level Blockout:

A post-apocalyptic combat zone carved out of a scorched desert canyon with different battle areas encouraging high-intensity encounters.

​

Intended Playstyle:

  • Encourages aggressive driving, trick-based combat, and continuous movement.

  • Designed for both short-range brawlers and long-range gunners.

  • Perfect for fast-paced deathmatches, stunt kills, and AI bot car chaos.

​

Final Map:

Screenshot 2025-06-14 233507.png

Bot Behaviour Design

Bot Behavior:

  • AI opponents with dynamic difficulty scaling.

​

Behavioral patterns:

  • Aggressive bots prioritize combat.

  • Defensive bots avoid direct conflict, focusing on survival.

  • Adaptive strategies based on player performance.

​

Behaviour Tree:

Vehicle Classes:

​

  • Rookie: Light, fast, agile; low health.​

  • Striker: Moderate speed, health, and firepower.​

  • Tank: Heavy, slow, high health; devastating weapons.

Screenshot 2025-06-20 233801.png
Screenshot 2025-06-15 015419.png
Screenshot 2025-06-15 015400.png

Key Learnings

  • Blending driving and shooting mechanics

  • Level layout shapes combat, not just visuals

  • Design for stunts, crashes, and dynamic moments.

  • Smooth controls enhance player satisfaction, especially on controllers​

Progression / Difficulty

Screenshot 2025-05-26 003623.png

D0 Release - Focusing more on core loop rather than full meta. (Vertical Slice)

​

Rank League System:​

  • Rank up and join the upper league

  • Compete against other players

  • League based leaderboard

  • Game gets progressively difficult as you rank up.

Adaptive Difficulty:​

  • Bot enemies gets difficult based on your match history (Adaptive)

  • Based on K/D Ratio range, the difficulty of bot is decided.

  • The difficulty includes different no. of Cars (Rookie, Striker & Tank) and the health multiplier of each car.

Screenshot 2025-06-20 210602.png

Teleport to the top!

  • behance-4-256_edited
  • Instagram
  • LinkedIn
  • YouTube

©2025 by Pawan Tirpude

bottom of page