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PVP Pin

  • Writer: aka1819
    aka1819
  • Jun 25, 2024
  • 2 min read

Updated: Feb 18



A hyper-pop competitive PVP pinball game that produces the visual adrenaline of slot machines and anime fighting games.

PvPin | USC Project | Role: Creative Designer | Engine: UEFN (Fortnite Creative) | Team Size: 4 | Genre: Competitive Arcade Party Game

Project Overview


PvP is a fast-paced, arcade-style multiplayer game inspired by DDR, air hockey,and pinball. Players control "Ballers" in dynamic arenas, earning points NY hitting targets, chaining power-ups, and outsourcing opponents within a short match timer.


The goal was to create a high energy competitive experience that was easy to learn, difficult to master, and highly replayable.

Obstacles:

Our team had four months to design, build, and balance the game.


The main challenge was creating a 5 minute competitive experience that:


  • Had depth without overwhelming the player's

  • Encouraged skill expression

  • Supported social play

  • Remained replayable across multiple matches


We needed a clear gameplay loop and carefully balanced power upstairs prevent runaway advantages.


How was it resolved?


As the Creative Designer, I focused on the full player journey from match start to rewards and re-queue.


I designed interconnected systems that supported replayability:


  • Core match loop

  • Ranking and leaderboard feedback

  • Reward economy

  • Cosmetic unlock system

  • Map voting and social hub flow


Each system fed into the next to encourage continuous play.


Core Loop for Replayability


The gameplay loop was structured as:



The leadership created immediate competitive feedback. Ticket rewards gave players long-term goals. Cosmetics providedsocial expression without affecting gameplay balance.


This structure reinforced both short-term excitement and long term retention.


Balancing Power-Ups:


Through ongoing playtesting , I worked with the team to refine power-up balance.


Our design goals were to:


  • Create exciting momentum shifts

  • Encouraging counterplay

  • Prevent snowballing challenges

  • Keep rules simple and readable


Example Power Ups


Freeze

Temporarily slows an opponent's movement, creating a scoring window without completely removing player agency.


Score Multiplier

Doubles points for a short duration, rewarding smart defensive timing.


Shield Boost

Blocks one incoming disruption, rewarding smart defensive timing.


Each power up was designed to create short burst of advantage rather than permanent dominance.


Data-Driven Iteration


We tracked key metrics torefine replayability:


  • Session length

  • Player retention

  • Power-up usage rates

  • Reward progression balance


These insights helped us adjust match pacing, power-up strength, and reward scaling to maintain fairness and engagement.


Design Goals:


  1. Create Tension in Short Matches


The matches were only five matches long, pacing was critical. I ensured scoring opportunities occurred frequently enough to keep players engaged, while maintaining room for comeback moments.


  1. Encourage Skill Expression


Movement, timing, and map awareness were key. Power-ups enhanced decision-making but did not replace mechanical.


  1. Support Replayability


The ticket system and cosmetic unlocks gave players reasons to return without impacting competitive fairness.


Conclusion:


PvPin evolved into a tightly paced , replayable multiplayer experience built around competitive clarity and socialenergy.


The DDR inspired level became a player favorite due to its rythem based pacing and spatial tension. Iterative balancing ensured that power-ups felt impactful without overwhelming core mechanics.


This project strengthed my ability to:


  • Design for short-form competitive engagement

  • Balance interactive systems through playtesting

  • Structure reward loops for long-term retention

  • Create mechanics that are easy to underdtand but difficult to master

 
 
 

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