Cards in Limited Space
Unlike other virtual card games where the cards themselves are central, Wyrmwood found its hack n' slash gameplay needing as much space as possible to grant the player insight into their immediate surroundings.
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At the same time, many bits of information related to cardplay(deck/discard sizes, mana, hand piles, etc) needed to be relayed to the player clearly and quickly, to allow them to make snap-decisions in hack n' slash combat.
The team and I put the Card UI(cropped here for easier viewing) through a number of iterations to strike a balance between visual clarity and size.
Iteration 8
Earliest Iteration
Iteration 3
Iteration 6