Zihan Li

Honor of Kings: World
Project Type:
Open World ARPG
Development Team:
Engine:
Unreal Engine 4
Release Plaftorm:
PC, Mobile
Release Phase:
Scheduled for release in 2025
Role:
Game Designer
During my summer internship, I focused on the PVP module of the project. Building on the combat system of the open-world RPG ACT, we designed new combat modes like 1v1 and 4v4. These modes aim to provide diverse gameplay experiences for players after completing the main storyline, increasing player retention and supporting long-term game operations.
Honor of Kings: World is an RPG game set within the Honor of Kings IP ecosystem, developed by Tencent's Timi Studio's open-world team and published by Tencent Games.
Official Trailer
The overall design of the game follows the oriental fantasy aesthetic of Honor of Kings, building the world and telling hero stories based on players' familiarity with the Honor of Kings IP and its heroes, creating a unique and immersive open-world environment.
Gameplay Trailer
The project is scheduled to launch next year on platforms such as PC and mobile.
1. PVP Push - Level Design & Dev
4V4 Push Mode Prototype Gameplay
Building on the combat system of the open-world RPG ACT, we designed new combat modes like 1v1 and 4v4 aiming to provide diverse gameplay experiences for players after completing the main storyline, supporting long-term game operations.
4v4 Push Level Research
First step of the level design for push mode is researching the exsisting push mode map, including Overwatch 2 Push, Splatoon 3 Tower Control.
4v4 Push Level Block-out


Level Design Iterations
The design went through three iterative phases, each used to test different design rules and experiences, evolving from an open flat terrain style to a MOBA-like style, and finally to a hybrid approach.

Map Top View
Final iteration in Unreal Engine 4 top view.

Map Plan
Final iteration 2D Map, made with Illustrator and Figma, also used for the mini-map interface UI during matches.

Map Detail
Check Tower, Mid Combat Space, Spawner Area
4V4 Push - Game Feature Design
Spectating UX Mid-Fidelity Interface, by Zihan
Player Death UX Mid-Fidelity Interface, by Zihan
2. PVP Battle Royale - POI Level Design


2D Sketches
Battle Royale was an early gameplay design for the PVP module, and during the initial stage of my internship, I was responsible for designing a coastal POI level in the large map.


Level Block-out in UE
Following existing metrics and standards, I created block-out prototypes with resource and combat areas, themed around an abandoned ferry terminal. However, the development of this mode was paused later on, so the design was not further developed.