02

02

02

Combat Design

Combat Design

Combat Design

Client

Client

Embark

Embark

Type

Type

The Finals

The Finals

,

,

Game Design

Game Design

Year

Year

2023 – Ongoing

2023 – Ongoing

About

About

The Finals is a team-based online FPS with high mobility, full destruction, and fast combat loops. Ive been part of the design team since before launch, focusing on how combat feelsmoment to moment and across an entire match.

The Finals is a team-based online FPS with high mobility, full destruction, and fast combat loops. I’ve been part of the design team since before launch, focusing on how combat feels—moment to moment and across an entire match.

My Role

On The Finals, most of my design focus was dedicated to destruction, but I also contributed to combat design as a secondary area. I collaborated with the balancing team to deliver impactful weapon and gadget balance updates in our constantly evolving game. Additionally, I developed two new weapons, one fully automatic and one semi-automatic, expanding my expertise in weapon design and implementation.

Process
Combat in The Finals is dynamic and ever-changing, with players bringing different loadouts and tools into destructible environments. My work in combat design focused on balancing these weapons and gadgets to keep fights feeling fair, engaging, and unpredictable.

Each week, I analysed live data and community sentiment to identify balance opportunities. I then pitched changes to the balancing team, using a mix of data analysis and player feedback to support my proposals. Once approved, I implemented adjustments to weapon stats and behaviour, ensuring changes felt meaningful without disrupting the overall game balance.

Recoil and Dispersion

Challenges

One key challenge was getting the feel of new weapons. Tuning aspects like recoil, dispersion, and camera shake required deep understanding of our internal systems to ensure each weapon felt satisfying while staying consistent with The Finals’ combat design philosophy. To achieve this, I analysed similar weapons in other games for reference, then fine-tuned values to maintain balance and uphold the game’s unique feel.

outcome

My work in combat design helped keep The Finals combat experience balanced and engaging. By focusing on underused weapons and gadgets, I improved the viability of lesser-picked tools, giving players more meaningful choices without destabilising the meta. The new weapons I developed added further variety to our arsenal, laying groundwork for future content that feels consistent with the games high standards for weapon feel and balance.

Credits

outcome

My work in combat design helped keep The Finals combat experience balanced and engaging. By focusing on underused weapons and gadgets, I improved the viability of lesser-picked tools, giving players more meaningful choices without destabilising the meta. The new weapons I developed added further variety to our arsenal, laying groundwork for future content that feels consistent with the game’s high standards for weapon feel and balance.