Project NovaeX-42
HOW TO PLAY
movement
camera
run
interaction
menu
W A S D
MOUSE
LEFT SHIFT
Sx MOUSE
ESC
game gener
project type
team
softwareue tool
platform
primary role(s)
secondary role(s)
extraperiod
TACTICAL CARD GAME
ACADEMIC
5 (until 07/23) | 3
UNREAL ENGINE 5.0CCG TOOLKIT
WINDOWS
LEAD, GAME DESINGERNARRATIVE DESIGNER
VFX, POST PROCESS,
HUD (BOAR & CAR
DS)
2 YEARS
development
goal
The project stems from the idea of fighting through a card game in an explorable first-person world, where certain cards obtained allow interaction with the environment.
The world in which the game is set is taken from the World Build Project, which was born during the second academic year in AIV.
The setting we wanted to explore was the solarpunk medieval setting, contrasting nature with technology.
The prologue of the demo begins with the awakening of the protagonist from the 0-Dimensional prison of the Empire. The only thing you know for sure is that you have to defeat the Rebels even though it is not all very clear to you. Only by exploring and confronting them will you discover more about yourself and your past.
rules
The project’s foundation focused on establishing the card game’s core mechanics. The innovative gameplay incorporates three distinct lanes, inspired by MOBA games, and introduces a Valor system for enhanced hand management.
The deck composition features Champions and Units for board deployment. These cards utilize Charges for Active Abilities, while Champions possess unique Special Attacks. To enhance distinctiveness, Champions are equipped with Valor Modifiers, passive abilities that increase their field presence and strategic importance in the game Select Champions also enable environmental interaction during first-person exploration phases.
Strategic card placement is crucial, as cards remain fixed once played. Combat flows alternately from left to right and vice versa each turn, with sequential attack of cards.
extra
Created unique VFX for two Champions’ special attacks with distinct visual identities, implementing clear feedback systems for damage, attack buffs, Valor acquisition, and card drawing animations.
The card game’s battlefields feature environments faithful to encounters, enhanced by dynamic elements such as moving leaves, while a laser barrier system with fully customisable parameters for quantity, distance and length serves as the Hard Gates in the demo.
Developed a Borderlands-inspired cel-shading style with balanced outlines defining the game’s artistic identity, complemented by an intuitive HUD system for clear card visualization both in hand and on the field.