How to Design a
Fighting Game
AnimeNYC / PlayNYC
August 2025
M. Paul Weeks
Discord: mpaulweeks
mpaul.games/talks
What to Expect Today
Building Blocks
Finite State Machine
Hitboxes and Hurtboxes
Gameplay Design
Movement
Character Design
Common Archetype Pros
Hitboxes and Hurtboxes
Combo Design
Pros:
Cons:
Infinite Combo Prevention
Balancing
Balance Tool #1: Stats
Balancing with Stats
Examples
Balance Tool #2: Knobs
Balancing with Knobs
Examples
Hitboxes and Hurtboxes
Let’s talk about Frames
Startup > Active > Recovery
Startup X > Active X > Startup Y
Balancing Tool #3: Design
Balancing with Design
Revisiting Archetypes
Pros
Cons
Archetypes - Pros and Cons
Does the tool fit the game?
Does the tool fit the game?
Best Practices
Fighting Games have Evolved
Playtesting
It’s never too early to playtest
Player Feedback
� Your audience is good at recognizing � problems and bad at solving them.� - Mark Rosewater, Head Designer of Magic the Gathering
Rollback Netcode
Pros:
Cons:
Rollback Netcode Requirements
How to Design a
Fighting Game
AnimeNYC / PlayNYC
August 2025
M. Paul Weeks
Discord: mpaulweeks
mpaul.games/talks