HEX BATTLE (VIDEO GAME DESIGN)
Hex Battle is a turn based card MOBA where players draft a team of characters to compete with one another in a test of combat and mobility. Use your cards to gain the upper hand in battle and win.
Project still in progress, more updates to come.
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DUNGEON DELVERS (CCG GAME DESIGN)
Dungeon Delvers is a TCG designed around the concept of what can you do with one pack of cards. The lowest barrier to entry possible : Buy a randomized booster pack and play. Assume the role of a Hero to team up with your friends and explore a dungeon. While this PvE booster format is the primary design, there are constructed rules that allow players to reuse the cards they opened to construct a cohesive deck and there are also PvP rules to play against your friends to see who is the best hero.
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Available for purchase here.
DYING ISLES (PRODUCER/ART)
Dying Isles is a board game designed by Tanner Tilkens that I then took over after design to produce into a physical game that could be put on store shelves, this included budgeting, component selecting and even doing the art and renderings. With literally no budget on this I scoured the internet for free commercial use pixel art, determining it to be the easiest art style to blend between the varying artists as well as be simple to generate the many land tiles in a short period of time to compete the project (roughly 3-4 weeks).
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SHONEN SHOWNDOWN (CCG GAME DESIGN)
Shonen Showdown - A trading card game I designed and pitched to Shonen Jump as a means to expand brand awareness between IP and bring together the anime/manga communities.
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POKEMON GYM (GAME DESIGN)
Pokémon was also a big influence in my life so when it came to game design it only felt natural to start with learning to make a fan game.
In the game you take a Gym team and play franchise mode with it, hiring and firing trainers throughout the season to improve your odds of winning and making it to the Pokémon Championship.
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OVERWATCH (CCG GAME DESIGN)
A fan card game I created of the popular video game Overwatch. While the character art itself is from the game or promotional material for it, the card layout and gameplay I designed. In the video game you select a character and work with others in a team to accomplish goal based objectives against other player teams - this can be in the form of getting so many eliminations, hold a point on the map for so long or even escorting NPCs to certain locations. I felt that this translated very well to a card game format where each match could be different based on the chosen objective for each game.
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