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HB
Hiram BarskyProduct Designer + AI
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Ring-Rival — Mobile Web Boxing

A mobile web boxing game built to feel immediate in the browser: AI-generated opponents, career progression, and console-style punch feedback without an install.

Game UX
Mobile Web
AI Opponents
Interaction Design
Live: ringrival.todayView product overview →

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Application dashboard interface.

The Problem

Boxing games usually need a console, controller, or app install to feel responsive. The challenge was making a browser game that still gave players the immediate feedback they expect from a punch, dodge, and career fight loop.

The product also needed to look distinct fast. A generic fighting game roster would make the experience forgettable, so every opponent needed a different identity while still feeling coherent inside one game world.

What I Built

Ring-Rival is a zero-install mobile web boxing game with career mode, a difficulty-ordered opponent roster, AI-generated fighter identities, and touch-first fight controls tuned for quick sessions.

Career mode opens on a Minor Circuit ladder — fight 1 of 4 against Glass Joe — and progresses through unique opponents like Von Kaiser and Disco Dan, each with their own stats, taunts, and visual identity.

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Application dashboard interface.
Minor Circuit career screen showing Glass Joe with power, speed, and HP stats

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Application dashboard interface.
Von Kaiser opponent in the ring with first-person red glove POV

Punch Feedback That Reads Instantly

The interaction layer focuses on feedback: hit-stop, screen shake, haptics, visual impact states, and fast recovery so a successful punch reads instantly without turning the interface into noise.

Stun states use a star ring above the opponent and a green stun meter to signal the opening. Background swaps from arena to starfield mark the shift into the bonus stun window, so the player knows to swing without reading text.

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Application dashboard interface.
Disco Dan stunned with a starfield background and green stun meter

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Application dashboard interface.
Disco Dan recoiling with stun stars above his head during a combo opening

Key Decisions

I chose browser-first over native app because the point of the product was instant play. That made performance, input latency, and clear touch targets more important than heavy visual systems.

I chose distinct AI-generated opponents, then hand-tuned the actual play feel myself. The AI could help with roster variety, but it could not judge whether a punch felt satisfying or whether a fighter was readable in motion.

What Didn't Work

Webcam hand-tracking was explored and cut. It looked impressive, but it was the wrong interaction model for the audience: too much setup, too much friction, and not enough precision for a quick mobile game.

Real-time multiplayer was also deferred. It is the obvious long-term direction, but shipping the core fight loop first made more sense than building infrastructure before the game had proof of repeat play.

Where It Stands

Ring-Rival is live at rival.li as a mobile web game. The current version proves the zero-install fight loop, career progression, and AI opponent concept; the next step is deeper progression and stronger replay incentives.