About us

Two friends. One shared vision.

Building a game we love, one experiment at a time.

Battle Arena Masters is an independent game made by Simon and Rickard. What started as curiosity about AI has grown into something neither of us expected.

We're learning, experimenting and building a game inspired by the kind of games we have always loved to play. And we're having a great time doing it.

Draft

Our story

It started with curiosity. Draft

We didn't start Battle Arena Masters with years of game development experience or a grand master plan. We started because we were amazed by what AI could make possible.

The idea that a few simple words could become something we could actually see, change and build upon was incredible to us. We wanted to find out how far we could take it.

We both loved playing games, especially MOBAs, and we already shared similar ideas about what made them enjoyable. So instead of just talking about what we liked, or what we would do differently, we started experimenting with our own ideas.

One experiment led to another. Somewhere along the way, those experiments started becoming Battle Arena Masters. The first versions were built in HTML5, and we have since moved the game over to Unity.

We still find it surprising how much we have managed to create without any previous game development experience. That feeling keeps us curious about what we might create next.

At a glance Draft

Previously known as
Arena Battle
Now built in
Unity
First version
HTML5, test builds up to v0.8.16
Heroes in the HTML5 build
3
Maps in the HTML5 build
Garden and Lite Arena
Made by
Simon and Rickard

Meet the developers

Simon and Rickard

Simon Draft

Co-creator

  • Creative direction
  • Game ideas
  • Design

Simon spends much of his time exploring ideas, developing character concepts and thinking about what makes Battle Arena Masters fun.

Using tools like ChatGPT, he experiments with visual designs and creates character references that can later be developed into game models.

He also enjoys comparing ideas, questioning design decisions and discussing with Rickard what works and what doesn't. A big part of his contribution is shaping the game's direction through creativity, evaluation and experimentation.

Sometimes the best part is just seeing what an idea can become.

Rickard Draft

Co-creator

  • 3D models
  • Animation
  • Unity development

Rickard studied 3D modelling, programming and animation in upper secondary school, and has hands-on experience with several 3D programs and programming languages.

Rickard focuses on bringing BAM's characters and mechanics into the game.

He works with tools such as Meshy and Unity, including character models, animations and auto-attack systems. His work helps turn visual concepts and experiments into things that can actually move and function inside the game.

Together with Simon, he also discusses ideas, tests possibilities and works on improving BAM.

Turning ideas into something playable.

How we work together

Different strengths. The same direction. Draft

One of the best things about building BAM together is that we have shared the same vision from the beginning. We enjoy similar games, like similar mechanics and often agree about what makes a game fun.

Our process is a constant exchange of inspiration. Sometimes it starts with an image, sometimes with a new character idea, and sometimes we simply want to see whether something is possible.

We discuss ideas, try different approaches and improve what we have made. Not every idea becomes part of the game, but every experiment teaches us something, and we are learning together as BAM evolves.

Right now we each have our own strengths, but we are both learning the same tools. The goal is that in the end both of us can work in the same programs and on every part of the game.

From idea to game Draft

  1. InspirationA game experience, a picture or a conversation sparks a new idea.
  2. IdeasWe discuss what might make it interesting.
  3. ExperimentsWe explore the concept with AI tools and our own workflow.
  4. ImplementationPromising experiments may become models, animations or game features.
  5. TestingWe try things out and see what works.
  6. ImprovementWe refine, adjust or rethink the result.

How ideas usually travel. Not every feature takes every step.

Our vision

Fair competition. Real improvement. Draft

We want Battle Arena Masters to be a game where you can challenge yourself, develop your skills and feel that your progress matters. A game where winning feels earned, and where teamwork, good decisions and understanding the game make a difference.

We want players to enjoy learning new heroes, improving their strategies and taking on stronger opponents. Whether you are just starting out or aiming to become one of the best, we want BAM to offer something worth striving for.

We're not promising a perfect game. We're working toward a fair and rewarding competitive game that we genuinely enjoy playing ourselves.

This is where we are heading, not a list of what is in the game today. The roadmap shows what is finished, what we are working on and what is only planned.

The heart behind BAM

We're just having fun building it. Draft

We never expected to get this far, and we are still surprised by what we have managed to build together.

The best part has never been about becoming the biggest game in the world. It's about sharing ideas, trying things out and watching something we imagined slowly become real.

Sometimes things work. Sometimes they don't. Either way, we learn something and keep going.

We don't know how far this project will go, and that's okay. We're creating something we enjoy, learning new skills and having fun along the way. If other people enjoy what we're building, that makes it even better. But for us, the journey itself is already worth it.

— Simon & Rickard

Join in

Want to be part of the journey? Draft

We'd love to hear what other players think. Follow our development updates, explore the ideas others have shared and add your own.

Your suggestion might help us see something differently. Every idea is welcome. We can't promise to build them all, but your suggestions can help shape the future of BAM.

Follow development Share an idea

Curious where the game is right now? See the roadmap.

Texts marked Draft are waiting for Simon and Rickard’s approval and may still change.