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MobileMOBA / Mobile

Arena Battle Champions

Studio Onoma (formerly Square Enix Montréal)2020–2022Development Director / Engineer· 2020 to 2022

Credited as Engineers

AndroidiOS
Arena Battle Champions cover

The Story

So Arena Battle Champions was my first real director role. A small, sharp engineering team. 6 programmers in a compact polyvalent structure, a technical architect, multi-trade programmers (game designer / gameplay programmer hybrids), plus AI R&D with Eidos Sherbrooke using ML/RL to make the bots feel genuinely human. About 30 people total across all disciplines. And it was fully remote.

Honestly, the interesting tech was the rollback multiplayer netcode. Decoupling the game tick from the render so we could roll back state whenever we needed to. It scaled really well as long as there were servers near each region. Latency, as always, was the silent killer of the experience. My role was high-level technical direction. Making sure the game could scale worldwide, planning budgets for every piece of tech we needed, negotiating third-party deals with partners like Photon (with legal, SLAs, commercial terms), and doing prediction and scalability planning. And a lot of my week was also one-on-ones. Careers matter.

ABC shipped regionally, not worldwide, before the studio was shut down in November 2022. The studio had rebranded from Square Enix Montréal to Studio Onoma in 2021, ahead of the closure. Honestly, directing through that arc taught me a lot. About keeping a team focused on craft while the org around them shifts, and about being honest with people, early, when things start to move.

My Contributions

  • Development Director (first director role) on Arena Battle Champions, a mobile MOBA built on Unity
  • Led 6 programmers + ~30 total across disciplines; fully remote
  • Technical direction on rollback multiplayer netcode (tick/render decoupled), worldwide scalability planning
  • Third-party partnership management with Photon, legal, SLA, and commercial negotiation
  • AI R&D partnership with Eidos Sherbrooke using ML/RL for bot behaviour
  • Custom growth paths and consistent one-on-ones for each team member
  • Guided the team through the Square Enix Montréal → Studio Onoma rebrand and subsequent closure

Tech Highlights

Unity engine, Android/iOSRollback multiplayer netcode (decoupled tick/render, state-rewind)Photon networking (regional servers, latency-sensitive deployment)ML/RL bot behaviour R&D (with Eidos Sherbrooke)Regional deployment model

Skills Applied

MobileLeadershipDevelopment DirectionMulti-Discipline EngineeringBackendAI SystemsMentorshipCustom Growth PathsR&D CollaborationCancellation LeadershipUnity

Screenshots

Related Games

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© 2026 Alexandre Richer. Built with AI in the loop, in Montréal.

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