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Battlefield heroes:Battle Royale 

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Battlefield Heroes as a Battle Royal

The Core Idea 

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Take the stylized, humorous world of Battlefield Heroes and drop it into a cartoony, over-the-top Battle Royale experience—somewhere between Fortnite, Totally Accurate Battlegrounds, and Fall Guys, but with Battlefield-style gunplay and vehicles. 
 

Platforms

  • Cross-platform from day one: PC, console, and mobile.

  • Built for casual pick-up play but deep enough for competitive fans.

  • F2P with cosmetics as the monetization model.

Why this could work 

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1. Unique Art Style in a Crowded Market

  • The market is saturated with realistic BRs (Warzone, PUBG), but few go the goofy-but-satisfying route like Fortnite or Realm Royale.

  • Battlefield Heroes’ art style is timeless and could stand out again in a modern engine.

2. Battlefield Mechanics in BR Form

  • Use classes (Soldier, Gunner, Commando) with passive abilities—like Apex Legends, but more arcade-y.

  • Add vehicles—Battlefield's signature tanks, jeeps, and planes—something few BRs do well outside of Warzone.

  • Simple, satisfying shooting with room for skill—accessible, but deep.

3. Tone & Humor = Differentiator

  • Fortnite leans on crossovers and memes.

  • Battlefield Heroes could lean into physical comedy, ragdoll physics, slapstick, and exaggerated war tropes.

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The Pitch

Battlefield Heroes: R is a fast-paced, class-based battle royale where cartoon chaos, goofy vehicles, and slapstick strategy meet classic Battlefield mechanics all wrapped in a nostalgic, free-to-play package.

Who's the Audience?

  • Teenagers and young adults looking for something funnier and less sweaty than Warzone or Apex.

  • Nostalgic players from the original Battlefield Heroes.

  • Streamers & YouTubers—game needs high “clip potential” moments: mid-air rocket kills, goofy ragdoll deaths, etc.

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Gameplay Concept: "Battlefield Heroes: Royale"

60–100 players drop into a huge cartoon-style battlefield. Choose your hero class, scavenge weapons, hijack vehicles, and use goofy power-ups to outlast the competition in a world of explosive, slapstick chaos.

Core Features:

  • Classes:

    • Commando (stealth, sniper)

    • Soldier (balanced, healing grenades)

    • Gunner (heavy weapons, shield)

  • Vehicles: Tanks, jeeps, fighter planes—chaotic and physics-driven.

  • Power-ups: Jetpacks, boxing gloves, invisibility potions, ridiculous stuff.

  • Emotes & Customization: Skins, goofy hats, taunts.

  • Solo, Duo, and Squad Modes

Optional Twist:

  • Add base-building or fortification elements—but make it simple (like placing sandbags or setting up a turret).

  • Maybe even a "Capture the Flag" or "Control Zone" twist inside the BR format (inspired by classic BF game modes).

Design breakdown

Gameplay Design: Core Mechanics

  • Core Loop:

    1. Drop-In: Parachute into the map from a blimp or glider.

    2. Loot: Scavenge for weapons, power-ups, and vehicles.

    3. Combat: Fight using guns, gadgets, and abilities. Vehicles add chaos.

    4. Endgame: Final circle forces chaotic team fights with vehicles and power-ups.

  • Movement & Combat:

    • Movement: Sprint, vault, and slide for fluid action.

    • Combat: Simplified but satisfying shooting with cartoonish weapons (e.g., bazookas, frying pans).

    • Abilities: Each class has unique abilities like invisibility, healing grenades, and deployable shields.

    • Vehicles: Land (jeeps, tanks), air (planes, helicopters), and utility (hoverboards).

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Map Design: Layout & Flow

  • Map Size: ~4x4 km for 60-100 players.

  • Regions:

    • Open Fields: Great for vehicles, risky due to no cover.

    • Urban Areas: Dense, high-risk/high-reward combat zones.

    • Natural Terrain: Forests, cliffs, rivers add verticality and variety.

    • Fortified Structures: Bunkers or castles with high loot, high contest.

  • Shrinking Circle: The safe zone shrinks over time, pushing players into tight areas. More dynamic than just closing on a central point—encourages strategic movement.

  • Key POIs:

    • Tanks: High-powered vehicles in contested areas.

    • Crash Sites: High loot, high danger areas.

    • Blimp Base: A high-altitude POI with special loot but limited access as the circle shrinks.

Level Design: Dynamic Interaction

  • Interactive Environments:

    • Destructible cover like fences and walls.

    • Weather effects (fog, rain) that affect visibility and movement.

    • Timed Events like airstrikes or supply drops that change game flow.

  • Verticality: Buildings with multi-level interiors, rooftops for sniping, and ramps for vehicle combat.

  • Random Events/POIs:

    • Supply Drops: Timed air drops with special loot.

    • Resource Points: Areas for upgrading weapons or building temporary defenses.

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Final Thoughts 

Final Thoughts

  • Player Engagement: Keep players moving and adapting through dynamic terrain and strategic choices.

  • Variety: Mix vehicles, class abilities, and environmental features to support multiple playstyles.

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