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Lead Designer

ROLE

2022

YEAR

GENRE

RPG

PLATFORMS

Andriod, iOS

DESCRIPTION

Abo Khashem comes to mobile! Battle it out against the characters of Abo Khashem in the 4v4 multiplayer online battle arena! Abo Khashem Mobile brings a fresh spin to MOBAs by being a side scrolling 2D battle arena!

GAMEPLAY DESIGN & 2D ADAPTATION

My Role: I led the core gameplay design for Abo Khashem Mobile, responsible for adapting the beloved 3D console experience into a dynamic, mobile-first 2D battle arena.

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Problem: The primary challenge was translating the essence of a 3D game—its characters, combat, and feel—onto a 2D plane for mobile devices. My goal was to create a fast-paced, vertically-engaging experience that felt expansive, not flat, and was intuitive on touchscreens.

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My Solution: I focused on two core pillars to achieve this vision:

  • Reimagined 2D Combat: I redesigned champion abilities and combat encounters specifically for the 2D environment, collaborating with animators to create new, impactful move sets that were clear and responsive on mobile.

  • Vertical Traversal & Level Design: To combat the flatness of typical 2D stages, I designed multi-tiered arenas with a core focus on verticality. I introduced "high-velocity trampolines" as a key traversal mechanic, allowing for rapid, skill-based repositioning and adding a unique strategic layer to map control and combat.

 

Outcome: This approach successfully reimagined the Abo Khashem experience for mobile. The focus on verticality and the trampoline mechanic created uniquely fast-paced and strategic gameplay that was praised for its fluid traversal and engaging combat, setting it apart in the mobile arena genre.

TALENT PROGRESSION

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My Role: I designed the talent progression system for Abo Khashem Mobile, which involved adapting the complex console system for mobile and creating brand-new combat kits for beloved characters.

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Problem: My design challenge was two-fold: First, to streamline the console game's deep talent system for a faster, more accessible mobile experience. Second, to invent authentic combat roles for the many iconic NPCs from the original game who had never fought before.

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My Solution: I took a creative, player-focused approach to solve these challenges:

  • Streamlined Mobile Progression: I moderated the original talent system by focusing on fewer, more impactful choices. This maintained strategic depth while ensuring the system was intuitive and easy for new players to grasp on mobile.

  • Lore-Driven Ability Design: For the non-combatant characters, I designed their new ability kits from scratch, drawing direct inspiration from their established personalities and backstories. This creative process ensured every character's combat style felt like a natural, authentic extension of who they were.

  • 2D Combat Translation: I reimagined every ability for the 2D plane, working with artists to ensure that attacks, movements, and area-of-effect skills were clear, readable, and felt satisfying to use in the new format.

 

Outcome: The adapted talent system was praised for its perfect balance of depth and simplicity. The new, lore-driven combat kits for former NPCs were a massive hit with the community, celebrated for creatively expanding the game's universe while staying true to the original characters.

LEVEL DESIGN & REPLAYABILITY

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My Role: I designed and implemented over 100 unique adventure levels for Abo Khashem Mobile, translating the charm of the 3D console original into engaging 2D platforming puzzles and challenges.

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Problem: My core challenge was two-fold: to create a high volume of varied content, and to ensure every level was fun and completable for a diverse roster of characters with different movement abilities. Furthermore, I needed to build in reasons for players to revisit levels to maximize engagement.

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My Solution: I developed a design philosophy that prioritized player choice and exploration:

  • Asymmetric-Aware Design: I designed each level with a "critical path" accessible to all characters. I then layered in optional routes, secrets, and challenges that could only be overcome by characters with specific skills (e.g., a longer jump or a dash), making character choice meaningful.

  • Item-Gated Exploration: To drive replayability, I designed a system of item-gated content. I strategically placed valuable rewards in locations that were impossible to reach without specific items, like a jump-height enhancer. This created a powerful incentive for players to return to previously completed levels with new gear.

 

Outcome: The result was a massive library of content that was praised for its variety and clever design. The focus on accommodating different character abilities and encouraging exploration with item-gated secrets significantly boosted the game's replayability and long-term player retention.

© 2025 BY ZACK DAVIDSON

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