# Spirit Fencer Arena

2013 · Producer / Developer · shipped

The mobile version of Spirit Fencer, rebuilt in Unity with 3D characters and real-time multiplayer between iOS and Android. Released in 2013 with YubiGames.

**Technologies:** C#, Unity, WebSockets, 3ds Max

**Related expertise:** [Multi-user & real-time systems](https://jfcampos.dev/expertise/multiuser-realtime.md), [Unity](https://jfcampos.dev/expertise/unity.md), [3D Content Pipeline](https://jfcampos.dev/expertise/3d-content-pipeline.md)

![Spirit Fencer Arena](https://jfcampos.dev/images/projects/spirit-fencer-arena-1.jpg)

## Overview

Spirit Fencer Arena is the mobile version of [Spirit Fencer](https://jfcampos.dev/projects/spirit-fencer.md). It kept the real-time puzzle combat and added 3D animated characters, new visual effects and online multiplayer: players could battle each other across iOS and Android, level up and join tournaments.

## Background

After Spirit Fencer's success, I closed a deal with the publisher YubiGames to make a mobile version. I hired the 2D and 3D artists, adapted the design to mobile and ran the production, which took about 18 months.

I also led development in Unity. Unity had no multiplayer library back then, so I wrote my own: a C# server over WebSockets that handled connections and matchmaking, and acted as the authority on game events. So the first players would always have someone to fight, I ran headless copies of the game around the clock, with bots playing the opponents.

It was my first big Unity project and my first real-time multiplayer game. I used what I learned from both for years afterwards.

## Awards and nominations

- **Nominated** — Audience Choice Award, Games National Awards. Art and Interactive Science Academy. Barcelona, 2013.
- **Nominated** — Audience Choice Award, Indie Burger Developer Awards. Barcelona, 2013.

## My involvement

- Negotiated the production and publishing deal with YubiGames.
- Designed the mobile version and wrote the game spec.
- Owned end-to-end production: implementation plan, phasing and oversight.
- Built the multiplayer engine from scratch.

More about this project, by area:

- [Multi-user & real-time systems](https://jfcampos.dev/expertise/multiuser-realtime.md#spirit-fencer-arena)
- [Unity](https://jfcampos.dev/expertise/unity.md#spirit-fencer-arena)
- [3D Content Pipeline](https://jfcampos.dev/expertise/3d-content-pipeline.md#spirit-fencer-arena)

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Web page: <https://jfcampos.dev/projects/spirit-fencer-arena>
