When I'm not doing conceptual work or 3D assets, I tend to be placed on UI or logo designs for certain games.
I have some examples here of how I came about helping my team problem solve elements for their cards.
These weren't the usual elements that are normally used in card games. So we had to really emphasize the overall design to make them unique.
These also had to feel good when shrunk down which was definitely the harder aspect. 馃
In the end we actually made them very simple for the fact these had to be readable for multiple audiences.
Examples of many symbols all grouped together.
Final design choices. 馃憤
Example on cards.
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Go support this funny lil Inscryption inspired card game!!!
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Steven Universe TCG
Pink Units: Garnet, Amethyst, and Pearl
Pink Item: Rose鈥檚 Sword
Make sure to fallow if you want to see new cards daily or get updates about the game
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One Piece TCG - Custom Card - Handmade
https://bazaverse.com/prodotto/one-piece-tcg-card-game-op-s1-001-luffy-gear-5-esclusiva-bazaverse-handmade-ultra-rare/
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WE HAVE A CARD GAME
Rat Atk is a card game made based around all the games we rats have made. The gameplay is like a dnd, pokemon, yugioh combo thing. The art is well made and the cards are every growing as we make more games.
Art for Instructions made by @assistantlobster
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Magic Boxes in TTRPGs
I don't like boxes
When I open a new TTRPG, I am greeted by a set of boxes. Little containers with all this fun stuff inside, Spells, Feats, Items, and Abilities. But there's a problem...
The walls of these boxes are well-defined and prescriptive. They tell me specifically when and how I use the stuff. If I want to go outside of that prescription, I need to talk to the GM about how I want to use the stuff and bend the walls of the box a little.
This works well for certain things where the desired use will fall inside the walls of the box 90% of the time. Things like a gun or honestly any other device that performs a function when I push a button.
However, this fails miserably when I think of a thing like a Spell, Ability, or Feat:
Yeah, so you can create a giant ball of fire and throw it at a target, but you actually don't have this other spell to create a smaller fire.
Creativity and the bending of rules are innately tied to MAGIC in almost all works of fiction but walled boxes don't support that.
Boxless (a.k.a. Notes and Rhythms)
In designing the magical elements of Sprouting Tales, I tried to keep that problem in mind and find an adequate solution.
To that end, I started with a couple of ideas:
Magic is innately tied to a creative enterprise
Players can build new magical effects
The pool of bricks they use to build new magical effects should be forever shifting
Magic is composed of a verb, something it does, and any number of nouns, subjects or objects of that verb
Where I landed
Magic in Sprouting Tales is innately tied to Music!
There are verbs or Rhythms
There are nouns or Notes
The Rhythms and Notes are presented on cards in play
Additional notes are presented by the environment (a torch could be fire, a river can be water, etc.)
Players create Songs by picking one Rhythm and any number of Notes
This method requires a good amount of GM moderation. Through playtesting I have developed a couple of arbitration guides: - Players can create magical effects that are weaker than another magical effect on a card in play (if a card can create a fireball, it can create a smaller fire) - Magical effects with duration are limited to 6 time(there is a note for Time to increase this) - Magical effects with range are limited to one area away (there is a note for Distance to increase this) - If a magical effect doesn't outright remove an obstacle, it still reduces the difficulty of the obstacle
Example:
A character creates a song using a Fly rhythm and a Stone note to make a nearby stone lift them up, to overcome a mountain. The mountain is too high for the fly rhythm to overcome, but they do fly up part way, and the difficulty of climbing over the obstacle is reduced.
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Playing Card Zippo Lighters and Matches
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So yeah. About Twitter
Not sure how long twitter鈥檚 going to be around, but that鈥檚 no reason to be down. While there might be a loss in the network we built up, we鈥檙e not giving up! We鈥檙e super excited that our prototype is headed off to PAX Unplugged soon. A publisher we鈥檙e working with will be showing it off to some folks that way. Finger鈥檚 crossed that they love it as much as we do.
Do you have tabletop simulator? Would you like to see what they鈥檙e taking with聽鈥榚m? We have it over on Tabletop Simulator聽
https://steamcommunity.com/sharedfiles/filedetails/?id=2182626616
We鈥檙e actually working on the details of a super deluxe version too! More on that later.
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Here's a mock-up of a card for our card game! You can learn more about it on our other socials: https://dogsofwargame.weebly.com/
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3D concept designs for TCG arenas. I love cobblestone so this was fun. :)
Another that was based on destructive vines crumbling the arena itself.
Dino boneyard arena. 馃馃Υ
We tried to find floor sets that actually played nice with the card layout and UI. 馃
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ME AND SOME FRIENDS MADE A CARD GAME
and I'd appreciate if you checked it out, especially if you like games like Magic, Yu-Gi-Oh or even D&D, but want an easy to learn out-of-the-box experience with some absolutely unhinged characters.
You can order physical copies of the game's first 100-card deck, as well as the new stand-alone expansion deck Wacky Waters, via TheGameCrafter.
Learn more at our Carrd site below!
I've been the creative lead on BBT for the past 6 years, ever since we started it as a TERRIBLE game using index cards with hand-drawn illustrations by yours truly.
In the distant future, we've now released the first deck as well as our first expansion, Wacky Waters, which is themed around pirates and sea monsters. And it's actually fun to play! We have testimonials! It's award-winning!
I've been cagey about BBT and my online presence colliding for some time, but I'm super excited for y'all to sink your teeth into this labor of love!
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Steven Universe TCG
Pink/Blue: Lapis, Sapphire, Ruby
Pink/Yellow/ Peridot
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Sweep Card Game Development: Rules, Cost and How to Play Seep Card Game
Dive into the world of Seep Card Game with this comprehensive guide. Learn the rules, understand the development costs, and explore the gameplay of this classic card game. Perfect for both enthusiasts and developers looking to create a digital version.
Quote for Free Demo:-
Read More: https://bitly.ws/Y7qF
Call/WhatsApp:聽+91-637-606-1123
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A full view of the prototype of a game i'm working on again, Final battle.
This is a card game where a group of 2 to 4 heroes need to cooperate to defeat an evil Villain, also impersonated by a player.
It is a quick game, with simple but effective combos that the Villain and the Heroes can use between 3 types of card: offensive, healing and effect.
The Villain has its own dedicated deck, while the Heroes need to share theirs while building their own turn after turn.
As soon as i have the time to translate it to english i'll share it!
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