The Armory is a card battling strategy game that takes players on a captivating journey across history. Set in a world where relics of the past come to life, players can collect and deploy cards representing artifacts from different eras and battle across historical locations.
Developer: Accipiter Labs
Platform: Windows
Engine: Unity
Genre: Strategy
During my time working as a game designer on The Armory, which was also my final project at Becker College before graduating, I had the opportunity to collaborate with other designers to create historically accurate levels inspired by 16th-century structures. My role involved crafting gameplay spaces by shaping terrain and using a mix of blockout geometry and 3D assets. I worked closely with our art team to ensure that all the necessary assets were properly specified, created and ready for implementation. I was also responsible for designing and documenting the card battling and collecting mechanics that aligned with Worcester Art Museum's vision. Additionally, I collected and implemented game design feedback, driving iterative improvements to enhance the game's overall player experience.
I worked with other game designers to create historically accurate levels for the Worcester Art Museum. These levels referenced the Battle of Lepanto, Battle of the Alamo and Battle of Nagashino. I designed blockouts of each level along with the Arena mini game area using blockout geometry and other simple 3D assets. This process included setting up various enemy stations and patrol routes for both melee and card based combat. I also placed rewards throughout each level and used particle effects to indicate their significance. After playtesting the blockouts and making iterations, I created a finalized asset list for the art team and worked with them to craft and import each asset into the project. We then polished the levels, ensuring each environment related to their historic battles.
I played a major role in designing The Armory’s card battling mechanics. I worked with other game designers to conceptualize and document the core mechanics, envisioning how cards representing relics from various eras could be deployed strategically. We then devised a rule set that balanced simplicity with depth, ensuring that players could pick up the game easily while also having room for intricate strategies. Crafting card abilities that tied into historical accuracy and setting-specific lore added a layer of thematic depth to the mechanics. I conducted rigorous playtesting to tune the balance and address player feedback, refining the system until it provided a satisfying blend of strategy, history and fun. These mechanics ultimately brought the world to life through card battles across time.
I also played a major role in designing the card collecting system. As a fan of TCG’s and collector of cards myself, I especially enjoyed coming up with how players could obtain, organize and examine The Armory’s diverse and thematically rich sets of cards. These cards were categorized, each with its own rarity and unique abilities into an accessible deck manager. I worked with other designers and developers to create a progression system that allowed players to earn or find cards as they explored the game's historical locations and completed quests. Balancing the rarity, acquisition methods and card synergies played a pivotal role in shaping the system. I ensured that it provided both a sense of accomplishment and the thrill of strategic deck-building as players journeyed through history.
Please get in touch if you have questions about any of the work on this site or if you would like to work with me on a future project.
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