Responsibilities:
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Programmed multiplayer and gameplay mechanics for Snipers vs Runners
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Designed level using PUBG props and dynamic obstacles to create a crash course like experience.
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Play tested both playstyles excessively to fine tune balance for a 16 player game.
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Attended standups and check-ins with both the FOAD and Tencent team.
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Recording, documenting, logging bugs, and acting in dev logs.
I worked with Future Trash and the Tencent America's team PUBG Mobile to create "Sniper's Vs Runner's", a 16 player UGC experience. As well as working with the PUBG team to improve the editor and create dev log content to promote it to western audiences.
Summary
Duration
Aug 2025 - Oct 2025
Team Size
6
Results
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26,657 Thousand Plays
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100k+ impressions
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4.5 star community review
Designing for a new editor
The PUBG Mobile WoW editor has a lot to offer creators. And Tencent's goal was to highlight that with the game we created, giving us a unique list of requirements for our experience.
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Seeing a gap in the market and a use for those complex mechanics, we chose to develop "Sniper's vs Runner's".
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Using visual programming alongside built in tools we developed the experience to house up to 16 players in an obstacle course for "Runners" to complete before "Snipers" can deplete their shared pool of lives.
Balancing for Difficulty
Throughout development it was very important to have a balance between how easy it is to snipe players vs how easy it is to reach the top. ​
The main way we iterated this was changing the amount of cover that the runner's had and the difficulty of the obstacle course.
Then we realized it was too easy for the Runners if there was a high player count so we opted to reduce the Runner team's shared life count if there were more than 8 players.



Design and Ramping Challenge
I designed the level with 3 floors each with more challenge than the last.
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1st Floor: Traditional PUBG Slavic warzone area.​​​
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Mostly flat, option to risk jumps for faster time.​
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2nd Floor: Medieval themed
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Many more holes, verticality introduced​
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3rd Floor: Futuristic Sci Fi
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Numerous moving obstacles and a multitude of large gaps in the terrain.​​
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Creating Emergent Gamplay
The map is designed to bottle neck in difficulty for the runners at the end of the course which creates a lot of emergent gameplay as endgame moments get cinematic in the live sessions we observed.
Between all the runner's close to beating the course and Sniper's also close to depleting their lives. Our balancing paid off well and the end games usually got very competitive for players.
Working with Tencent
PUBG Mobile has historically been dominated by eastern markets. So a large goal for this contract was for us to expand the reach of the WoW editor to western audiences.
So the type of gameplay and promotional content we were creating got polished a lot as we continued to work together.
