WWE 2K25’s Derek Donahue on designing gameplay systems

Over the Royal Rumble weekend, Shacknews received an opportunity to test a preliminary version of WWE 2K25 and converse with some of the game’s developers about its innovative and recurring elements. Greg Burke and David Craddock conversed with Derek Donahue, the lead gameplay designer, regarding the hurdles in creating annualized games, their role and input in various match types, and how to create simulation-style games without overwhelming players.

This interview has been lightly edited for clarity.

Question: What does a lead gameplay designer do exactly? Does it involve working on all aspects of the game, including strikes, grappling moves, and submission techniques?

Derek Donahue: Absolutely. Our gameplay team takes care of everything that unfolds from start to finish in a wrestling match, and even some aspects beyond that. This includes strikes, grappling moves, submissions, pins – basically anything you see during a wrestling bout is under our supervision.

Shacknews: When developing the combat systems, do you get to decide which moves will be included in the final game?

During the process of creating the combat system, do you have any control over what specific moves are incorporated into the finished product?

Derek Donahue: Of course, that’s correct. Whenever we create a new system, we often encounter contextual threats associated with it. For instance, consider the example of barricade dives this year. We account for dives executed from the barricade onto both standing and grounded opponents at ringside. However, we also need to contemplate potential attacks on the person positioned on the barricade, leading us to design safety measures for those situations as well.

We’ve added some fresh faces to our team, and we want to ensure we record their signature moves and other excellent techniques for inclusion in our move library annually. This is a significant aspect of what we aim to achieve through gameplay development.

Discuss the challenges of its complexity since multiple mechanics in the ring are happening concurrently; essentially, it’s a fighting game.)

Derek Donahue: Is wrestling considered a fighting game? While there are many similarities, it has its unique aspects that can be difficult for beginners to grasp. It involves multiple interconnected gameplay systems such as recovery, strikes, submissions, reversals, combos, and more. Integrating a new system into this complex setup is always a challenge, aiming to make it harmonious with all the existing elements.

Shacknews: Is there a particular combat mechanic that’s really hard to implement?

One thought that springs to mind is the role of the referee. The referee must interact with numerous aspects of the players’ actions, including determining where the referee should position themselves in the ring, given its often-crowded nature and the referee’s need to move around. Last year, we introduced a feature that allows players to assume the role of the referee as a Special Guest Referee. This necessitated reworking all our systems related to pin count selection. We revamped how pins function because instead of having three chances, it now depends on when the opportunity arises and whether people will count quickly or slowly. In essence, we had to thoroughly redesign everything related to pin counting.

For this year, we’ve expanded the role of Special Guest Referee to officiate in any type of match, be it tag team, Hell in a Cell, or anything else in our game. This raises questions about their duties and actions within each specific match type. For instance, how do they manage the cell in a Hell in a Cell match? What if they need to climb on top of the cell? Essentially, we’re taking one rule and applying it across all match types, and anticipating the various combinations players might attempt. Our goal is to ensure that we accommodate these new dynamics effectively.

Shacknews: How do you ensure a simulation-rich combat game doesn’t overwhelm its players?

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Shacknews: What strategies are used to prevent a complex combat simulation game from becoming too complicated for players?

Derek Donahue: In essence, I believe the fundamental issue we face is this: We aim to incorporate all the exciting elements of wrestling into our game, just as fans desire. However, creating a system that is easy to grasp yet provides ample room for creativity and exploration of the game’s possibilities is no small feat. This challenge stands as one of our main objectives, an endeavor we will dedicate the next decade to refining and perfecting.

In a more relaxed and conversational style: Shacknews: Creators of yearly franchise games often have tight deadlines, as they’re already busy with the current project when they should be focusing on the next one. How do they manage to make significant enhancements and design entirely new systems under such pressure?

Derek Donahue: Developing an annual game title brings joy and challenge. I appreciate it since it enables us to deliver new content annually to our fans, and it offers insight into how the audience interacts with what we create which helps shape future updates. For instance, the referee system. We aimed to incorporate Special Guest Referee in all match types, but realistically, implementing it across every single match type within a year was not feasible. Even integrating Special Guest Referee in one-on-one matches required more time than we had. So, we decided that for 2K23, we needed to overhaul the entire referee system so that by 2K24, we could successfully implement the Special Guest Referee feature.

Currently, it’s 2025, and we find ourselves in the midst of various match types with the referee. Balancing innovation while ensuring consistency is key, delivering something fresh yet exciting to our audience every year. The Underground Match is a prime example of a novel addition this year, built upon the foundation laid in previous years, particularly War Games and behind-the-scenes interactions from 2K24 and 2K23. I believe fans will appreciate the effort we’ve put into the game, and they can also speculate about where these developments might lead us in the future.

Shacknews: Who are your picks to win the women’s and men’s Royal Rumble matches this year?

Derek Donahue: Gosh, that’s a tough one. For the women’s division, I’m all about Bianca Belair. She’s someone I’ve admired for quite some time. As for the men’s match, CM Punk is who I’m keeping an eye on.

Shacknews: What’s your WWE dream match?

Derek Donahue: My anticipated match-ups might not align with what others expect, as I’m particularly attached to the Superstars we collaborated with during our game development. For instance, Wesley in NXT and LA Knight thriving on the main roster—these are individuals we partnered with prior to their WWE stints. A WrestleMania main event featuring Wesley versus LA Knight would be spectacular, and I eagerly anticipate such a contest.

Shacknews: What’s the biggest misconception people have about making video games?

Derek Donahue: Explaining the essence of developing gameplay systems can be challenging, particularly for those deeply involved in game development. However, it’s most straightforward to discuss this topic with individuals who have a casual understanding or little experience in the field. One captivating aspect of our game is the process of incorporating animations, as I previously mentioned. This involves collaborating with wrestlers from various companies, including WWE, to record motion capture (mocap) animations. Our studio is equipped with cutting-edge motion capture technology, complete with a WWE ring setup. We perform an array of moves for the animations, not just the actions themselves, but also the reactions, taunts, and overall movement and demeanor within the ring. The goal is to accurately represent these aspects in our game.

Working closely with wrestlers who’ve dedicated their lives to the sport and gaining insights into their mental approach towards ring combat significantly enriches my experience. It’s gratifying to ensure that these perspectives can be effectively integrated into the game. Watching the animations transition from concept to reality within our systems, and observing them shine, is undeniably one of my favorite aspects of this role.

In terms of collaboration, as a content designer, how intimately should I work with the animation team? Given that these games feature numerous grapples and holds, such interaction is quite frequent.

Certainly! The team responsible for gameplay, which I’m a part of, consists of approximately 30 individuals, including around eight designers, ten animators, and over ten engineers. We gather daily to develop this game. This is only referring to the gameplay aspect. When you engage in a one-on-one battle or even a Royal Rumble, that’s primarily what we’re concentrating on. There are numerous other team members who focus on different aspects and systems. We collaborate closely with our gameplay animators daily, working together to integrate the moves. We pay great attention to details during motion capture sessions with talent to ensure accuracy and effectively communicate these finer points to the animators so we can collectively make everything look fantastic.

Shacknews: Could you share the path you took to specialize as a combat designer, and give us an overview of your experience in game development?

Shacknews: What was your process for becoming a combat designer, and could you walk us through your journey in the field of game development?

Derek Donahue: My game development journey has been exciting. Living in Novato, where 2K is based, gave me a unique chance to intern on MLB 2K10 and 2K12. After graduation, I returned to the company, only to find that we were no longer developing MLB games. Instead, we shifted our focus to WWE games, which was uncharted territory for me. At first, I wasn’t sure about my interest in wrestling, but I’ve been part of its development for nearly a decade now, and I can’t imagine working on anything else.

Initially, my internship began gradually with me performing various tasks to assist. However, I discovered a niche in gameplay that ignited a deep-seated passion within me, and ever since then, approximately a decade ago, this is the area I’ve been dedicatedly focusing on.

Shacknews: Did you go to school for game design and coding?

Derek Donahue: Yes, I have achieved my long-standing dream of becoming a game developer. Initially, I wasn’t certain about the specific area in gaming I wanted to specialize in. However, I pursued a degree in computer science with a focus on computer game design from the University of California, Santa Cruz. I thought I would end up as a programmer due to my academic background, but an internship opportunity presented itself for WWE 2K15 and 2K16 in the areas of gameplay and design. This experience has solidified my desire to work in design. I find it incredibly rewarding to collaborate closely with engineers, animators, and other game designers, as it allows me to engage with various aspects of the game development team.

Shacknews: What advice would you give to aspiring combat designers or just game developers?

Derek Donahue’s Advice: To master game development, focus on creating smaller projects and seeing them through from start to finish. This is something I struggle with myself, but the most accomplished designers I know are those who have completed numerous small projects. By publishing these projects and achieving a goal from conception to completion, they’ve had the opportunity to improve their skills through iteration. Over time, as you amass a portfolio of your own game projects, you will have gained an immense amount of knowledge that wasn’t apparent at the outset, demonstrating your capabilities effectively to others.

So, yeah. Do small projects and collaborate with people.

Shacknews had the opportunity to test-play an advance version of WWE 2K25 at Indianapolis. The expenses related to our travel, accommodation, and commuting to and fro the Royal Rumble event were covered by 2K.

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2025-02-05 20:30