Game development

Turn-based card game

A five-hero team takes on large bosses in a game featuring a 3D city, hero collection and progression, summoning sequences and seasonal competition.

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3D city: buildings, portals and gameplay entrances form a connected game world
3D city: buildings, portals and gameplay entrances form a connected game world

Opening cinematic

Character entrances, atmospheric settings and cinematic direction introduce the fantasy world.

A city that brings the game world together

The forge, tower, guild, summoning and shop entrances are integrated into a three-dimensional city. Buildings, portals and environmental effects establish a consistent setting, while quests and common actions remain easy to find.

Five heroes against a large boss

The difference in scale between the heroes and their opponent creates a distinctive encounter. Turn order, round progress, health and energy update throughout the fight, while animation, skill labels and effects communicate each exchange.

Boss encounter: a five-hero team, round progress and skill effects.
Boss encounter: a five-hero team, round progress and skill effects.

Choose heroes and arrange their positions

The formation screen combines a hero roster with a three-dimensional battlefield. Players filter by element, check which heroes are selected and arrange a team across five positions. The selected characters appear directly on the field.

Team formation: element filters, hero selection and five positions.
Team formation: element filters, hero selection and five positions.

Character presentation and progression in one screen

Each hero detail screen centres on a three-dimensional character with distinctive weapons, animation and elemental effects. Kael and Aurora appear in contrasting lightning and icy environments, alongside attributes, skills and progression controls.

Kael: lightning effects, character attributes and skills.
Kael: lightning effects, character attributes and skills.
Aurora: an icy environment, character presentation and progression.
Aurora: an icy environment, character presentation and progression.

Connect collection with a summoning sequence

Wish and elemental summoning offer different routes into hero collection. Card animation, summoning effects, rewards and character entrances create a continuous presentation around acquiring a hero.

Hero summoning: card reveal, summoning effects, rewards and character entrance.

Extend the challenge through seasonal events

The seasonal event page brings together registration, team management, a shop, rankings and contributions. Clearly displayed qualifying, advancement, final and rest stages give players longer-term goals beyond regular levels.

Seasonal competition: registration, team management and stage progress.
Seasonal competition: registration, team management and stage progress.

A website for the same product

A dedicated website presents gameplay, heroes, announcements and download access. Explore the game website case.

FROM PRODUCT TO DELIVERY

What we can deliver

  • 3D city, hero presentation and skill effects
  • Five-hero formations, turn-based combat and boss encounters
  • Hero recruitment, progression and seasonal events
  • Game client, server and accompanying product website

We develop and maintain games across genres, bringing together a team to suit each project. Services include gameplay design, client and server development, and accompanying websites, covering complete projects as well as new features and updates for existing games.