FUNBRUN
Devlog/FUNBRUN/Design

Designing arenas that shape the fight

February 18, 20261 min readDesign

In FUNBRUN, arenas aren't just backdrops — they're active participants in every fight. The geometry of each arena is designed to create specific combat dynamics.

Our design philosophy: every surface should be a tactical decision. Slopes amplify knockback. Tight corridors favor grapplers. Open spaces reward strikers with range.

The Foundry arena is a great example — the central platform creates king-of-the-hill dynamics, while the surrounding pits punish careless positioning.

We use a "flow map" system where we simulate thousands of AI fights on each arena layout before shipping.

Elevation changes were the hardest to get right. Downhill attacks now deal 10% more knockback, simulating gravity's assist.

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