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Eagle-Fang Dojo

Cobra Kai 2: Dojos Rising



As part of the levels that compose “Cobra kai 2: Dojos Rising”, a sequel game inspired by the television series “Cobra Kai”, the Eagle-Fang Dojo allows fans of the Karate Kid saga to enter and navigate through this iconic space of the series in order to be as faithful as possible to the original 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.

This was definitely one of my favorite tasks in this project as I had the opportunity to get deeply involved and it had its quirks compared to the other two dojos. Just like the Cobra Kai and Miyagi-Do dojos, our main goal was to treat nostalgic fans of the series by giving them our most faithful version of the Eagle-Fang dojo. However at the time of development on the television series the characters had just founded the "Eagle-Fang" and its future dojo had yet to be officially announced. So an analysis was necessary to a small amount of material that was sent to us in advance, so with the help of the team of 2D artists we had to try to unravel what that space was like based on a few images. Finally, the 2D team was successful in creating the blueprint for this level, and with this material ready, I started my work by making the blockout of that 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. In the future, it would be a happy surprise that we reached a result that was quite faithful to what the real dojo of the series would show.

Unlike the other dojos, this one is also responsible for setting up your 3D environment in the engine with the 3D props developed by the environment team. During this construction, I sought to rescue the essence of Eagle-Fang with training areas with improvised materials and various elements positioned asymmetrical to make the environment more alive. Having assembled this scenario, the environment team was in charge of the lighting.

With everything ready we could build the game 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 needed 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;
    Pop placement;
    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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