ABOUT NYAN HEROES:
Nyan Heroes is a PC competitive team-based third-person shooter where players control heroic cats piloting powerful mechs in high-octane battles. Combining class-based combat with dynamic movement and unique abilities, the game blends fast-paced shooter mechanics with strategic hero play.
As Principal Combat Designer on Nyan Heroes, I spearheaded the design and development of the game’s core combat systems.
My responsibilities included shaping weapon mechanics, player movement, hero abilities, and combat pacing to deliver a responsive, competitive third-person shooter experience.
I collaborated closely with animation, engineering, and art teams to ensure systems felt impactful and cohesive, while maintaining balance and clarity in a fast-paced, hero-based environment.
FEATURES:
Designed to support fast-paced combat, the weapon system features distinct archetypes tailored to adapt to various playstyles. Weapons are split into three main categories:
In terms of classes, the entire spectrum is covered:
Main challenges:
Samples:
The camera system in Nyan Heroes was designed to support high-mobility, third-person combat with maximum clarity and control. It dynamically adjusts to movement, abilities, and weapon use, ensuring strong situational awareness in both tight spaces and open arenas.
In order to achieve that I had to collaborate with level design to elaborate strict metrics for interiors and with engineering to develop a scalable system to support framings for various characters, movement state that supports both movement, abilities and gunplay.
Main challenges:
Samples:
Each Guardian in Nyan Heroes features a unique set of abilities tailored to their class role, encouraging team synergy and tactical play. Abilities are designed to complement movement and weapon systems, offering a mix of offense, defense, utility, and mobility options.
Each hero was equipped with 4 abilities:
The game hosted a total of 7 Guardians and from the total number of abilities, I was responsible for 15 abilities out of the 24 abilities implemented in the game (including 3 Guardians full design):
Main challenges:
Ideating, designing, prototyping and supervising engineering implementation of the abilities, adjusting and balancing them.
Samples:
I designed a flexible placeable system used across multiple hero abilities, allowing players to deploy interactive objects with distinct tactical functions. While unified under a shared core framework, each implementation introduced unique behaviors—ranging from area control and protective barriers to traps and utility zones. The modularity of the system allowed easy tuning for placement rules that fit each ability while maintaining expected outcomes.
The system consisted of a hologram attached to the pawn, indicating the placement position by adjusting camera pitch and yaw and the confirmation of the outcome.
Key factors defining the versatility of the system:
Main challenges:
Developing a system that could evolve in time on future abilities but have a high reusability and modularity.
I defined and adjusted the entire hitbox system for all the characters to ensure precision, fairness, playability and competitivity for a fast-paced third person combat environment.
Key considerations included per-body part damage multipliers, projectile and hitscan traces handling, consistent feedback for both attacker and target.
Main challenges:
Keeping the capsules up to date with the frequent model changes, maintaining a well balanced experience between the capsules sizes character proportions and overall high speed combat pacing. An the same time, the anti-cheat measures imposed some limitations on certain aspects of the system.
Samples:
The project secured multiple funding rounds and gained strong early traction, at one point reaching the 4th most wishlisted title on the Epic Games Store (following the public playtests).
My contributions spanned from 2022 to 2025, during which the game attracted positive attention from the community and critics alike, especially for its fast-paced hero combat and vibrant art direction.
Despite this momentum, the project ultimately closed in May 2025 due to lack of funding amid the broader decline of the Web3 market.
Nyan Heroes stands as an ambitious exploration of competitive hero design and a significant milestone in my work on large-scale multiplayer systems.