ROUGH RIVALS
DESCRIPTION
Rough Rivals is a chaotic American football game. You engage into brutal battles to drive the ball into the opposing end zone, and upgrade your players throughout the match with a wide range of skills.
Genres
Sport, Casual, Action
Details
Engine : Unity
Duration : 1.5 years (Apr '23 - Nov '24)
My Role : Game Designer & Developer
look ON STEAM
As the sole designer of Rough Rivals, I played a central role in shaping the game’s vision from concept to release.

My responsibilities ranged from designing and implementing core gameplay systems, balancing mechanics through prototypes and iterative playtesting, to building the 3D world, characters and UI, in order to deliver a cohesive and engaging player experience.

I also guided the project’s soundtrack, providing clear documentation and direction to my musician collaborator.
Design Intentions
Casual experience for couch gaming

Minimalist controls for quick pick-up and play

Exponential game pace and intensity

Impactful sensory feedback

FINDING THE RIGHT PACE

I had to design an immediately accessible gameplay while still offering a sense of escalating intensity. To achieve this, the game loop is split into two alternating phases.

  • On-field action : Starts small, with 1–3 players per side. The game pauses when a player scores.
  • Management : A randomized shop is triggered, where the user can upgrade their roster, adjust formations, recrute players.

With the on-field action being fast and frenetic, giving players breathing breaks between phases and letting them progressively upgrade their team by adding players at a cost proved an effective way to balance the game loop’s intensity and progression.

Early Game : Accessibility

  • Large, open field with minimal crowding.
  • Focus on fighting and evasive maneuvers.
  • Low cognitive load for onboarding.

Mid to late game : escalation

  • Field becomes denser and more dangerous as player count rises.
  • Passing, positioning, and coordinated plays become essential.
  • Faster, riskier, and more precise decision-making required.
Top : The on-field action phase in real time.
Bot : The management phase, featuring a randomized shop.

BALANCING COMBAT MECHANICS & FEEL

Designing the combat system was about finding the right balance between timing, attack delay, and energy management. The main challenge centered on the "charge attack", a fast triggered powerful tackle that clashed with the core mechanic of delayed punches.

Key design challenge
  • Standard "charge attack" initially felt overpowered but unsatisfying, with low threat readability and game feel.
  • Needed a way to keep charging exciting without letting it dominate gameplay.
Design solution
  • Reframed the charge as a fatal move: highly destructive but costly in terms of timing and energy, turning it into a strategic choice rather than a default tactic
  • Exaggerated audio and visual display added to the charge feel. Short slow-motion on collisions when the user is performing a charge.
Balancing Elements
  • Fine-tuned attack delays and energy cost to reward precise timing and punish button mashing.
  • Movement speed reduced when a player is low energy.
The charge in action, versus a regular punch.
Here is an example of the charge in action as a "fatal move", followed by the various combat actions that form the core of the gameplay experience.

IMPLEMENTING AN ADAPTATIVE AI

Creating an AI system that feels alive and responsive was key to maintaining tension and challenge without overwhelming the player. I also wanted to implement singular lore-accurate behaviors to teams from different stories / backgrounds / archetypes.

Core AI design (State Machine)
  • Situation analysis : evaluates the current state of the action on the field and formulates orders.
  • Order allocation : assigns tasks to players based on skills, stats, and current conditions (status, position on the field, etc.).
  • Order execution : triggers actions and adjusts effectiveness depending on the user's selected difficulty

NPC behavior modifiers
  • Skills collection : influences dodging, fighting, and ball handling capabilities.
  • Personality traits : determine risk-taking, interest in the ball versus combat, ability to anticipate and interrupt a player action, and confidence in high-risk situations.

Outcome & feedback
  • Opponents apply consistent pressure while remaining fair and surmountable.
  • AI allies position themselves coherently to support the  character controlled by the user.
  • Playtests report a varied, reactive AI that adapts to the roster composition and keeps each encounter unpredictable and challenging.

Each of the different character archetypes should have behavior suggested by their appearance.

PRESERVING SIMPLICITY & CASUAL APPEAL

To keep the experience accessible and fun for casual players, I had to focus on streamlining information and reducing cognitive load during gameplay.

Tooltip & skill adjustments
  • Reduced text in skill tooltips for faster comprehension.
  • Simplified or reworked overly complex abilities that slowed onboarding.

Visual clarity & gameplay readability
  • Removed radical, hard-to-read effects during fast-paced action.
  • Prioritized passive or subtle effects that maintain readability and flow.

Project scope considerations
  • Limited VFX complexity to keep implementation feasible for a solo/small team project.
  • Ensured visual feedback remains intuitive without overwhelming the player.


I observed that some players don’t even read the skills they choose but have fun anyway on the field (mostly during local multiplayer 1v1s).

Others appreciated the skills system optimization potential when trying to beat the challenging levels of the solo mode.

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