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Cobra-Kai Dojo

Cobra Kai 2: Dojos Rising



As part of the levels that compose “Cobra Kai 2: Dojos Rising”, a sequel game inspired by the “Cobra Kai” television series, Cobra Kai Dojo allows fans of the Karate Kid saga to enter and navigate through this iconic space from the movies and series with the aim of being as faithful as possible to the source material. In the context of the game, this level serves as a management area for the player, in which he can spend his resources, make improvements and follow the growth and development of his team as he recruits new characters from the series to his dojo. Before starting the campaign mode, the player chooses between the three styles of karate Cobra-Kai, Miyagi-Do and Eagle-Fang which determines which will be his dojo during the story mode.

For this moment in the game, our main objective was to gift the nostalgic fans of the series by giving them our most faithful version of the Cobra Kai dojo, so the 2D team was responsible for creating the blueprint for this level, and with this material ready to go I started my work with the blockout of this scene, making the necessary adaptations so that it becomes a comfortable and welcoming level for the player to navigate and interact with the characters from the series, which were positioned in such a way that throughout the game and the recruitment of new ones characters, it became clear that the environment got increasingly filled and came to life.

Once the environment team had done the incredible job of turning those simple blocks into the real Cobra Kai dojo, it was time to fulfill a new challenge at this level: building the game's tutorial. As “Cobra Kai 2: Dojos Rising” allows the player to choose in which order he will face each level of the game, it’s tutorial had to be done in a common point for all players. So I was tasked with building a series of small circuits that would house the instructions to teach players the basic mechanics of the game, as well as ensuring that these circuits are reusable across the three dojos.

In addition, my team and I were in charge of implementing and maintaining the systems responsible for activating and deactivating new events and interactions within the dojo that arise during story mode act changes.

Key Responsibilities:

    Level blockout;
    Positioning of characters and interaction points;
    Level design of the game tutorial;
    Implementation/setup of the dojo systems.


Art Direction:

Stiven Valerio

Main Level Designer:

Raphael Souza

Level Design team:

Carlos Escaleira, Gabriel Laurindo and Gabriel Viana

Concept and 2D art:

Leonardo Amaral and Roberto Fernandes

Environment and Lighting:

Arthur Lorando, Breno Alves and Pedro Sarraf

3D Environment:

Juan Patrick, Gabriel Cavalcante and Israel Terenzi

Visual effects:

Pablo Farias and Diego Crispim.

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