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Lead Programmer - UX Designer
Sheridan College
Team of 5
 
Capstone project where we set out to design a hybrid-genre deckbuilding and hack n' slash combat game.

Takeaways: tools development, virtual card system implementation & design, virtual card & combat readability

 

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 view as possible.

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 snap-decisions in hack n' slash combat.
 
The Card UI (cropped here for easier viewing) went through a number of iterations to strike a balance between visual clarity and size.

Earliest Iteration

Iteration 3

8th, and final iteration

Iteration 6

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