Santhosh Ratnam
Santhosh Ratnam
Santhosh Ratnam
Game Designer / Level Designer
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3 Months
PC
Unity

Ragball

2.5D Multiplayer Physics-Based Sports Game

Role: Level Designer & Technical Designer Team: 4-Person Team Duration: 3 Months Engine: Unity

Project Media

Ragball Gameplay Trailer - Showcasing chaotic physics-based action, character abilities, and team-focused multiplayer mechanics

My Contributions

  • Designed balanced arena environments supporting dynamic 2v2 matches
  • Implemented physics-based ball mechanics and ragdoll interactions
  • Built character controller with precise twin-stick controls
  • Developed catch timing window system for competitive depth
  • Created matchmaking and scoring systems for smooth game flow

Project Details

Studio Collaborative Project
Genre Multiplayer Physics Sports
Platform PC
Duration 3 Months
Team Size 4 Members
Engine & Tools Unity, C#, Git
4 Characters
1 Arena
100% Physics-Based
2v2 Multiplayer

Project Overview

The Concept Ragball is a high-energy, physics-driven dodgeball arena game where legendary athletes from different eras compete in a tournament to save Mother Earth from alien invasion. Each character brings unique abilities, stats, and playstyles to competitive 2v2 matches.

Core Gameplay Loop: Get Ball, Throw Ball, Win Players rush to control balls, execute perfectly-timed catches, and launch devastating throws at opponents. Every match is governed by dynamic physics, ensuring no two games play identically. The ragdoll system adds comedy and unpredictability to every collision.

The Challenge

Core Design Objectives: Design balanced arena environment supporting dynamic 2v2 matches. Create core game mechanics supporting team-focused, physics-based gameplay. Establish 4 distinct characters with differentiated stats and abilities. Implement catch/parry mechanic with character-specific timing windows. Achieve consistent, predictable physics while maintaining chaotic gameplay feel. Balance competitive gameplay with accessibility for casual players.

Design Process

1

Phase 1: Research & Competitive Analysis

Analyzed physics-based sports games (Rocket League, Gang Beasts). Studied team-focused multiplayer balance (Overcooked, Team Fortress 2). Researched dodgeball mechanics and rule systems. Established design pillars: Team Play, Physics Chaos, Humor.

Deliverables: Competitive analysis, design pillars document, reference mood board

2

Phase 2: Mechanics Prototyping & Arena Blockout

Prototyped core movement, throw, and catch mechanics. Built greybox arena environment with obstacle layouts. Designed character stat distribution system. Created ability framework and ability balance spreadsheet.

Deliverables: Playable prototype, arena blockout, mechanics documentation, stat spreadsheet

3

Phase 3: Technical Implementation & Balancing

Implemented physics-based ball mechanics and interactions. Built character controller with twin-stick controls. Developed catch timing window system per character. Created matchmaking and scoring systems. Conducted 6 playtesting sessions (24 players) for balance refinement.

Deliverables: Functional multiplayer build, balance data, playtesting report

4

Phase 4: Polish & Competitive Refinement

Enhanced visual feedback for throws, catches, and hits. Optimized physics performance for consistent frame rates. Refined arena layout based on playtesting feedback. Implemented UI system and match flow. Final balance adjustments across all mechanics.

Deliverables: Production-ready build, final balance documentation

Visual Documentation

Arena Design Layouts

Top-down view: Created detailed layouts showing obstacle placement, spawn points, and strategic positioning opportunities. Arena designed for symmetric balance ensuring fair positioning for both teams.

Character Stat Balance Chart

Visualization: Chart showing 4 characters' speed and parry ratings, demonstrating distinct roles and balanced gameplay. Each character offers unique playstyle while maintaining competitive fairness.

Mechanics Flowchart

Game Loop: Diagram of core gameplay loop: Get Ball ? Throw/Pass ? Catch/Dodge ? Score. Visual representation of how mechanics interact to create engaging competitive gameplay.

Physics Implementation Breakdown

Technical Overview: Documentation of ball physics, ragdoll mechanics, and collision systems. Technical breakdown of how physics-based gameplay creates engaging, unpredictable matches.

Technical Implementation

Tools & Technologies

Primary Tools: Unity 2021.3, C#, Physics Engine, Git

Additional Tools: Blender, Photoshop, Miro, Jira for task tracking

Core Game Systems

Twin-stick Movement and Aiming Controller: Implemented precise movement and aiming system using twin-stick controls. Character controller handles movement, dodging, and ball interaction with smooth physics integration.

Physics-based Ball and Ragdoll Interaction System: Developed physics-driven ball mechanics with realistic physics interactions. Ragdoll system adds comedy and unpredictability while maintaining gameplay consistency.

Character Stat and Ability Management System: Built character system with distinct stats (speed, parry) and unique abilities. System supports balance adjustments and character-specific mechanics.

Matchmaking and Scoring Architecture: Implemented match flow system with scoring, timer, and match state management. System supports competitive 2v2 matches with clear win conditions.

UI/UX Management System: Created complete UI system for menus, character selection, and match flow. Interface provides clear feedback for all game states and player actions.

Technical Design Documentation

Game Balance Spreadsheet: Created balance spreadsheet tracking character stats, ability cooldowns, and match data. Spreadsheet enabled data-driven balance adjustments throughout development.

Physics Tuning Parameters: Documented physics tuning parameters for ball physics, ragdoll mechanics, and collision systems. Parameters enabled fine-tuning of gameplay feel while maintaining competitive fairness.

Character Stat Formulas: Developed formulas for character stat calculations and ability cooldowns. Formulas ensured balanced gameplay while maintaining character distinctiveness.

Network Synchronization Considerations: Designed systems with multiplayer synchronization in mind. Architecture supports future network implementation while maintaining local multiplayer functionality.

Goals & Features

Project Goals

  • Developed balanced 2v2 arena gameplay supporting emergent strategy
  • Implemented physics-based mechanics ensuring engaging, unpredictable matches
  • Created 4 distinct characters with meaningful differentiation
  • Designed arena environment encouraging dynamic team play
  • Optimized technical performance for smooth multiplayer experience

Key Features

  • Physics-driven dodgeball gameplay with ragdoll effects
  • 4 unique characters with distinct abilities and stat distributions
  • Twin-stick control scheme for precise movement and aiming
  • Character-specific catch timing windows (parry mechanics)
  • Special ability system with visual feedback
  • Dynamic arena obstacles supporting strategic play
  • 3-minute match timer with point-based scoring
  • Chaotic, physics-based interactions creating organic gameplay moments
  • Same Arena with 3 Different weather to have variation

Project Metrics & Impact

Key Achievements

  • 95% of playtesters found gameplay enjoyable and balanced
  • Average match duration: 3 minutes - Ideal for competitive sessions
  • Physics consistency: 60 FPS maintained across all scenarios
4 Characters
1 Arena
100% Physics-Based
2v2 Multiplayer
3 Months
4 Team Members

Challenges & Solutions

Physics Balance

Problem:

Physics too chaotic (unpredictable, unfair) vs. too controlled (boring, predictable). Finding the balance between fun chaos and competitive fairness proved challenging.

Solution:

Established physics tuning parameters through extensive playtesting. Created repeatable test scenarios to validate consistency. Fine-tuned physics values to maintain chaotic fun while ensuring competitive fairness.

Character Balance

Problem:

4 distinct characters required differentiation without creating dominant strategies. Early versions had characters that were either overpowered or underused.

Solution:

Created stat spreadsheet tracking character performance across multiple metrics. Iterated on speed/parry values based on playtest data. Analyzed win rates across character matchups and adjusted ability cooldowns to ensure balanced gameplay.

Team Communication

Problem:

4-person team across different roles requiring constant synchronization. Ensuring clear communication and alignment on design decisions proved challenging.

Solution:

Established Monday planning meetings, Thursday review meetings, and daily stand-ups. Used Discord for async communication and Jira for task tracking. Clear role definition and communication protocols kept team aligned and productive.

Arena Design Decisions

Problem:

Obstacle placement affecting competitive fairness and gameplay flow. Initial arena layouts created unfair advantages or disrupted gameplay flow.

Solution:

Iterated on arena layouts through extensive playtesting. Ensured symmetrical design for fair positioning. Tested various positions for spawn points and power-ups to create balanced, engaging gameplay and added weather system with 3 weather to have visual variation.

Design Elements

Character Ability System

90s Girl: Dance for invulnerability. Caveman: Roll giant boulder as ball. Alien: Ray gun destroying obstacles. Pirate: Cannon shooting double-speed balls. Each ability creates unique strategic opportunities.

Arena Design Philosophy

Symmetric layout ensuring fair positioning. Strategic obstacle placement creating varied tactical options. Spawn points providing equal team advantages. Arena designed to support dynamic, competitive gameplay.

Physics System

Realistic ball physics with tuned friction and bounce. Ragdoll effect on hit creating comedic, unpredictable moments. Consistent physics engine ensuring fair, repeatable outcomes while maintaining chaotic fun.

Humor & Art Direction

Cel-shaded aesthetic with bold colors. Exaggerated animations for comedic effect. Character designs from different time periods creating visual novelty. Art style emphasizes humor and accessibility.

Results & Impact

Successful Team Collaboration: The project demonstrated effective cross-functional teamwork with clear role definition and communication protocols. Daily stand-ups and structured meetings kept a 4-person team aligned and productive.

Engaging Gameplay: Playtesters consistently praised the physics-based chaos combined with strategic depth. The balance between accessibility and competitive play proved successful.

Technical Achievement: Physics implementation remained stable and performant throughout development, maintaining 60 FPS even during intense multi-player matches with multiple simultaneous effects.

Key Learning Outcomes: Mastered physics-based game design and tuning. Developed strong team communication and project management skills. Learned character balance methodology and meta-game analysis. Successfully delivered collaborative project within timeline.

Lessons Learned

Physics-Based Game Design: Learning to balance chaotic physics with competitive fairness required extensive playtesting and iteration. Understanding how physics parameters affect gameplay feel proved essential for creating engaging, balanced gameplay.

Team Communication & Project Management: Working in a 4-person team required clear communication protocols and structured meetings. Daily stand-ups and regular reviews kept team aligned and productive throughout development.

Character Balance Methodology: Creating balanced characters required data-driven approach. Tracking win rates, analyzing matchups, and iterating on stats based on playtest data proved more effective than intuition alone.

Collaborative Development: Successfully delivering a collaborative project within timeline required careful planning, clear role definition, and effective communication. This experience improved team collaboration and project management skills.