“Universal Monsters Arena”
I had the honor and privilege to direct a game based on the classical Monsters from Universal Studios! Growing up watching such movies, these characers always had a special place in my heart, I couldn’t be prouder in being a part of this!
Developed for Meta Horizon Worlds, Universal Monsters Arena invites the player to embody one of six iconic monsters—Dracula, Frankenstein, Wolfman, Bride of Frankenstein, Mummy, and The Creature from the Black Lagoon—and enter an arena to battle against other players in an epic monstrous fight, where each Monster has their own abilities, especially designed for each one of them.
Fighting in teams of 3v3, players will have to create strategies to outcome the other team while being able to witness battlegrounds such as Dracula’s Lair, The Mummy’s Tomb, and Village Frankenstein, each with their own unique twists and turns!

HUB
We wanted to pay homage to the classic monster movies, so we decided to set the HUB in an abandoned Universal Studios soundstage. Since Monster Embodiment is one of the game’s three main pillars, it was crucial to establish a strong connection between the monsters and the players right from the start. This inspired the creation of the Monster Magik narrative—a mysterious force that permeates the game’s universe.
Initially imprisoned within the monsters, this force has left them frozen in stasis, awaiting the players’ help to be set free. In turn, players rely on the monsters’ unique powers to battle it out in the arenas, forging a symbiotic bond that ties the narrative and gameplay together seamlessly.
HUB Overview
Dracula’s Lair
Dracula’s Castle Main Floor
It was crucial to visually translate each monster’s personality through their arenas. To achieve this, we developed unique concepts that dictate both the gameplay and the visual storytelling for each setting.
For Dracula’s Lair, the guiding concept was Verticality. As an austere, opulent, and noble character, we wanted his castle to evoke these qualities in its design. To bring this vision to life, the castle was constructed with four main floors, encouraging players to constantly look up or down during battles. This vertical layout not only enhances the gameplay but also reinforces Dracula's imposing and grandiose nature.
Dracula’s Castle Top Floor
Ancient Power Room
Village Frankenstein
Village Frankenstein Overview
Both Frankenstein and the Bride are characters haunted by the Duality of their tormented existence. To reflect this theme in their arena, we decided to explore the contrasting forces of science and nature, two central concepts from the film.
Science is embodied by Dr. Frankenstein’s Laboratory—a cold, alien, and sterile environment—while nature is represented by the Windmill, a symbol of simplicity and organic life. These opposing forces dominate each side of the battlefield, with teams spawning on opposite ends of the arena.
The two sides converge at the center, where a bridge becomes the focal point of battle. Like the stitches that bind Frankenstein and the Bride together, the bridge connects both halves of the arena, uniting science and nature in a tense and dynamic clash.
Science and Nature as opposing forces on the arena
Ancient Power in the Windmill
Mummy’s Pyramid
Pyramid’s Top Floor
Set within a fantastical resting place, the Pyramid arena embodies a Labyrinthine structure that challenges navigation and strategy. Players spawn at the bottom of this towering maze, surrounded by crumbling walls etched with ancient hieroglyphs.
As the battle unfolds, players ascend through winding passageways and hidden traps, while sand pours through cracks, flooding rooms and narrowing escape routes. The ultimate goal lies at the Pyramid's summit, where players must secure dominance before the structure collapses, consumed by waves of sand.
Labyrinth of stairs
Ancient Power guarded by Anubis