INSIDE THE PROJECT
PROJECT DETAILS
DISCIPLINE
Game UX & UI design
Game development
PROJECT TYPE
Turn-based strategy card game
TOOLS & METHODS
Unity · C#
Prototyping · Game balancing
AI IN MY WORKFLOW
I used AI-assisted tools during post-course development for concept exploration, iterative visual asset creation, audio generation, and selected implementation tasks. I directed the concept, visual direction, and design decisions, reviewing and refining AI outputs throughout development.
CONTEXT
Introduction to Video Games Creation (IVGC)
XAMK · CADGI · Cypherdelic
Originally developed as IVGC coursework, then revisited and expanded independently with new design, content, assets, and functionality.
Overview
Wrath of Olympus is an asymmetric turn-based strategy card game where players duel as mythological gods. Each god has a distinct playstyle, combining card-based combat with resource management.
I designed the game mechanics, combat interface, and interaction systems, focusing on making changing combat states and available actions easy to understand.
GAMEPLAY

Wrath of Olympus
Duel as mythological gods in a turn-based card game of combat, resources, and tactical choices.
Combat interface
The combat interface organises player resources, combat status, cards, and world progression into a clear information hierarchy. The diagram below shows how these elements help players read the encounter and choose their next action.

Strategic design
Conditional effects
Card effects respond to changing combat states, making the timing of an action part of the decision.
Risk and reward
Powerful effects can cost resources or immediate safety, asking players to weigh their benefit against the risk.
Counterplay
Defensive and reactive mechanics give players ways to anticipate and respond to an opponent’s actions.
Character interaction
Each god has unique cards, abilities, and resource priorities that support a different playstyle. These differences give the characters distinct combat identities.

Ares
Relentless Offense
Ares uses high-damage attacks and sustained pressure to reward aggressive play.

Athena
Defensive Control
Athena focuses on damage mitigation, reflected attacks, and carefully timed counterplay.

Hades
Strategic Endurance
Hades uses healing and resource management to build an advantage over longer encounters.
Card system
Cards are the main way players act during combat. Four categories give players offensive, defensive, reactive, and utility options.

Attack Cards
Deal direct damage and apply offensive pressure.

Defense Cards
Reduce damage and support recovery.

Shield / Skill Cards
Provide reflection and temporary protection for timed counterplay.

Special / Utility Cards
Offer conditional effects, healing, and resource manipulation.

