![KO Fighters](../banners/KOLegends_banner.png)
KO Fighters
About the game
- Company: Gameloft
- Genre: Boxing / Fighting
- Release Date: January 2008
- Size at release: 595Kb
- Distinctions:
Pocket Gamer: 4 out of 5 - Silver Award
Part of the “Gameloft Classics: 20 Years” Collection
About my work
“KO Fighters” (aka “KO Legends”) was the first game I worked on as a designer. It involved managing a team of
two developers and two artists all in sync with another team that was working on the 3D version of the same
game. All under direction of a producer and the studio manager. We were also sending weekly builds to Gameloft
HQ to gather feedback for the next sprint.
Originally I was a little disappointed that I was assigned to a “boxing game” as opposed to something
fictional or more creative. But on the other side my motivation, and that of all my young coworkers, was amped
to 200% because it was our first game. I did an intensive crash course on boxing and gave it all in the
project ring.
In my previous experience in graphic design and advertising it was common to iterate a lot on a single element
(ie: a poster or logo) until it looked perfect. In the world of games I quickly realized there’s so much to
do, that you need to move FAST or you risk losing momentum. Making compromises between polish and scope is a
constant in this field. Still to this day, “Velocity” (speed+direction) is a key concept for me.
“KO Fighters” had all you could ask for in a boxing game, including a career mode, training mini-games of
different styles, special effects, boxer customization… and even a 3D ring! I configured boxer AI’s to offer
varied fighting styles and ramp up the difficulty in the campaign. After beating career mode, you could unlock
the “Universal Championship'' where you faced crazy rivals with funky palettes and strange names.
The best of all? All this had to fit in 600Kb, not a small feat!
There's a lot to KO Legends, in other words. And thankfully, backing the substance is a class act, offering accessible boxing action with an engrossing career mode wrapped around it. Outstanding stuff. - Pocket Gamer
Part of the “Gameloft Classics: 20 Years” Collection.
Use a java emulator to play the jar file
What I learned
![learnings](../icons/icon_learnings.png)
- After switching careers, learning to optimize for speed and efficiency.
- How a fighting game works (frame data, collision boxes, state machines, hit advantage, invincibility frames, etc.).
- Setting up different boxer AI’s with a custom node editor.
What I'm proud of
![learnings](../icons/icon_proud.png)
- Being in charge of all systems in the game (gameplay, meta, etc.).
- Delivering my first project on time, in mint condition.
- Adding ridiculous lyrics to the main theme, to sing along with my colleagues.
![KO Fighters](img/xavier-agullo-kof01.png)
+ “KO Fighters” or “KO Legends” depending on the market.
![KO Fighters](img/xavier-agullo-kof02.png)
+ A brawl where each hit is truly felt by the player.
![KO Fighters](img/xavier-agullo-kof03.png)
+ Different activties to increase your stats.
![KO Fighters](img/xavier-agullo-kof04.png)
+ The pseudo 3D ring was a great trick of procedural drawing.
![KO Fighters](img/xavier-agullo-kof05.png)
+ The career mode included several trainers with funny remarks and also a gorgeous “Ring girl”!
![KO Fighters](img/xavier-agullo-kof06.png)
+ You can even fight the beefy cousin of “Ronald McDonald”...
![KO Fighters](img/xavier-agullo-kof07.png)
+ Fight on top of a skyscraper at night!
Special thanks: Alexandre Besenval, Alexandru Adam, José María Rodríguez, Juri Pratesi, Martina Witjaksana, Miquel Soler