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About Anchor
C&C Cinematic Photo 1_edited.jpg

VR Real-Time Strategy and Collectible Card Game

January 2023 - Present

Unity Engine

Project Overview

Cards & Castles is a VR real-time strategy and collectible card game set in a fantasy world where you build your own deck of summoner cards to spawn creatures, spells and magical defenses on a tabletop battlefield to protect your fortress from various evils.

This project was made in the AI in Game Programming course at my university where students are placed in a fast-paced environment where they must build a game in 4 months and convince the professor, who's imitating the role of a publisher, that the project will be a success. 

Time Stamp: 3:07 - 4:41

What I've Done

Game Conceptualization & Design
Presented a convincing pitch for this project to both my professor and peers, rallying a team and gaining approval for the game concept.     
 

Project Leadership
Mapped out an ambitious yet workable scope for a team of 4 using PM software like Trello to effectively plan and delegate tasks. This approach helped us maintain an agile mindset, adapt to challenges, and deliver on our promises.    
 

Gameplay

  • Developed VR user interfaces, player controls & interactions utilizing the XR Interaction Toolkit. 

  • Worked on game loop, card deck customization, player mana and card spawning systems.

  • Created levels with varying environments.

  • Programmed base AI functionality & controls.

  • Integrated audio, animation and VFX.

  • Built server authoritative multiplayer gameplay using Fishnetworking and set up a headless server with Unity Game Services (AKA Multiplay)

UCF AI in Game Programming Course Award
Recognized as the most technically advanced and well executed game in the course.
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Encountered Challenges

Gameplay and Scope
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  • Situation Overview:  At the start of the semester my team and I brainstormed many great ideas for what I had originally pitched but we understood that not everything could make it into the final deliverable, especially since a portion of the team were fairly new to game development.
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  • Challenge: The scope of a real-time strategy and collectible card game in virtual reality was ambitious and my goal to be the first team in the history of the course to integrate multiplayer was another mountain I wanted to add to the pile.
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  • Solutions and Learnings: The most challenging part of this project was having to cut multiple game features the team and I had spent a lot of time building in order to focus on the final deliverables, including a showcase of multiplayer and base building gameplay. Although my team and I accomplished a lot and delivered a working demo, there were still important issues we had neglected that led us off the path of an even better game. My mistake was leading my team to chase after 'breadth' and not 'depth' in what we had already built. One example is that the virtual reality controls and tutorial were nauseating especially to newer players which should have been priority fixing instead of making more levels.
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  • Final Note: Ultimately, this class project had become my favorite project to date and where I've put my years of experience using the Unity Engine to the test. Being able to conceptualize and witness a vision evolve from a whiteboard to a live product had been an incredible experience. Above all, hearing the positive feedback from classmates and play testers in the game's potential has been inspiring and fulfilling. I'm excited to continue to work on the project with my team members and turn this into a full-fledged game that countless players can enjoy. 
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