From Game Concept to Playable Multiplayer Experience

A fantasy card-battle R&D project exploring game systems, UX/UI, multiplayer and AI-assisted production.

Game System UX/UI Multiplayer Mobile AI-Assisted

Product Vision

Designing a Game, Not Just an Interface

The starting point was intentionally ambitious: create an original card-battle system that feels easy to understand at first glance while still supporting meaningful tactical decisions.

The game needed more than attractive cards. It required a coherent rule system, resource economy, battlefield logic, faction identities, readable states, responsive layouts and enough technical structure to support multiplayer play.

I approached it as a product rather than a collection of screens. Every visual decision had to connect back to gameplay, feedback, state or player choice.

This was a game-system design problem before it was a UI problem.

6 Tactical Lanes 5 Resource Systems Elemental + Historical Factions Single Player + Multiplayer
Faction selection screen
Faction selection
Battle board overview
Battle board

Expanding the World

The faction architecture was designed to grow beyond the current roster. Future factions are planned as mechanically and visually distinct factions rather than simple cosmetic variations.

Amazon faction hero
Celt faction hero
Babylon faction hero

System Design

Balancing Power, Tempo and Counterplay

Building the game meant designing an interconnected economy rather than balancing isolated cards. Cost, Attack, Life, timing and special abilities all affect tempo, board control and the opponent’s ability to respond.

The goal was not mathematical symmetry. Each faction needed a clear identity, distinct strengths and weaknesses, and enough counterplay to keep powerful mechanics from turning into automatic wins.

Air resource

Air

Mobility, control and tactical distribution.

Water resource

Water

Defense, manipulation and resilience.

Fire resource

Fire

Direct damage, aggression and pressure.

Earth resource

Earth

Healing, growth and durable creatures.

Roman insignia Hun insignia

Special

Faction-specific mechanics and historical identities.

scale

01

Cost to Value

Powerful effects must justify their resource cost and timing.

swap_horiz

02

Counterplay

Strong mechanics should still leave the opponent meaningful ways to respond.

speed

03

Tempo

Early advantage should matter without automatically deciding the match.

snowing

04

Snowball Control

Resource growth and repeatable effects need limits to prevent runaway advantage.

diversity_3

05

Faction Identity

Each faction should solve problems differently rather than becoming a visual reskin.

Balance in Practice

Astral Guard — Keep the Identity, Restore Counterplay

Before

Astral Guard before balance change — 18 Life

18 Life

The Problem

High survivability combined with repeated resource denial could suppress the opponent’s ability to play cards. The mechanic was thematically strong, but created a soft lock with too little meaningful counterplay.

18 Life → 10 Life

Lower survivability created a realistic response window.

Same identity. More counterplay.

After

Astral Guard after balance change — 10 Life

10 Life

Balance became an iterative system problem: changing one value or ability can affect resource growth, board control, Hero damage and several turns that follow.

UX System

A Battlefield with Many States — But One Clear Hierarchy

The battle screen carries a large amount of information at once: two Heroes, six opposing lanes, five resource pools, a Spellbook, combat feedback, card availability and turn state.

The UX challenge was not to remove this complexity, but to structure it so that players can quickly answer three questions: What can I do? What is happening? What should I pay attention to next?

Hero Life
Resource pools
Opponent battlefield
Player battlefield
Spellbook
Combat Chronicle
Turn state
Deployable lanes
Annotated battle board

State Before Decoration

Cards communicate whether they are playable, unavailable, waiting for resolution or blocked by insufficient resources. Battlefield slots communicate valid placement, while Hero Life, resources and turn state remain continuously visible.

The goal was to make important states readable before relying on decorative styling.

Hero Life
Hero Life shown in game context
Valid Deployment
Valid deployment slots on an empty board
Resource State
Resource and spell counter state
Card Availability
Card availability states — available and unavailable

Player Support

Supporting the Player Without Taking Control Away

Complex strategy systems should not require players to remember everything or always know the optimal next step. I added optional support features that reduce uncertainty while preserving player agency.

Get Advice button

Get Advice

When a player is unsure what to do next, the game surfaces a contextual recommendation and highlights a valid card without taking control away from the player.

Desktop Get Advice recommendation highlighting a suggested card

Guidance without automation.

Show enemy cards button

Opponent Card History

Players can switch the Spellbook into an opponent view to review cards that have already been revealed during the match instead of relying on memory alone.

Opponent card history in the Spellbook with unrevealed cards still hidden

Reduce cognitive load without revealing hidden information.

The system helps the player think — it does not play for them.

Responsive UX

Mobile Required a Rethink — Not a Resize

The desktop interface could not simply be scaled down. A card game presents too much simultaneous information for that approach.

Mobile required a different hierarchy: battlefield first, active cards second, supporting controls only when needed. Navigation, Spellbook behavior, card previews and Help were therefore redesigned around touch interaction and limited screen space.

Selected card preview above the Spellbook — detail on demand while touch targets stay reachable
Desktop versus mobile battlefield layout — battle state kept visually dominant
sports_esports

Prioritise the Battle

Keep the current decision and battlefield state visually dominant.

touch_app

Touch-First Card Selection

Cards need enough space and separation to support deliberate touch interaction.

zoom_in

Detail on Demand

Card details appear when needed without permanently occupying valuable screen space.

menu_open

Secondary UI Moves Away

Help and Options remain accessible without competing with the core gameplay.

Responsive design solved dimensions. Mobile product design solved priorities.

Learnability

Teaching a Complex System Without Stopping the Game

Summon combines resources, card types, faction mechanics, keywords, lane rules and combat timing. A one-time onboarding overlay would not be enough.

I designed the Help system as a permanent reference players can return to whenever they need clarification.

Desktop help book

Desktop

On desktop, the documentation behaves like an illustrated rulebook. Persistent chapter navigation keeps the structure visible while individual pages explain rules with examples and diagrams.

Mobile

On mobile, the book metaphor was deliberately abandoned. The same content becomes a section-based navigation system with large touch targets, persistent category access and focused reading pages.

The content stayed consistent. The interaction model changed with the device.

Mobile help main
Mobile help detail

Real-Time Product Logic

From Solo Game to Shared State

Adding multiplayer changed the game from a local experience into a shared product flow. Two players now need to enter the same match, choose their factions, become ready and stay aligned around the same game state.

Players can either enter a Quick Match and be paired automatically, or create a private game and share a room code with a specific opponent.

Once both players are connected, each chooses a faction independently. The match begins only when both sides are ready.

Multiplayer match
Multiplayer lobby — Quick Match or private room
Multiplayer match in progress with shared game state
Multiplayer reconnect and recovery flow
Match Creation & Joiningexpand_more
Players can start a Quick Match, create a private game or join an existing session.
Turn Synchronisationexpand_more
Actions must resolve in the same order and produce the same resulting state for both players.
State Consistencyexpand_more
Resources, Life, cards, board occupation and combat resolution need a shared source of truth.
Disconnects & Recoveryexpand_more
Multiplayer introduced failure states that do not exist in local play and required explicit recovery logic.
Surrender & Match Exitexpand_more
Leaving a match is a real gameplay state and has to resolve clearly for both sides.

The interface stays simple. The complexity lives behind it.

AI-Assisted R&D

AI as a Production Accelerator

AI supported specialised parts of the production process, but it did not define the product. I used different tools for different strengths while keeping product direction, system design, evaluation, integration and final decisions under my control.

OpenAI

Concept exploration · game rules · balance analysis · UX reasoning · system planning · iterative consultation

Image Generation

Characters · factions · card illustration · visual exploration

Google Lyria / Gemini

Music generation and soundtrack exploration

Google Flow

Video generation and motion exploration

ElevenLabs

Small sound effects and audio details

Cursor + Coding Models

Implementation support · debugging · refactoring · multiplayer iteration · GitHub workflow · Vercel deployment and configuration

Hands-On Production Work

Generated assets were only the starting point. I manually reviewed and prepared the material for production:

  • corrected visual artefacts and generation errors
  • resized and cropped assets for the interface
  • prepared card masks for animated artwork
  • adapted images for in-game animation
  • edited generated video into seamless loops
  • edited music into usable looping tracks
  • integrated visual, audio and motion assets into one coherent product
  • iterated extensively on what should be generated, what should be changed and what should remain under direct manual control

I also configured the project workflow around GitHub and Vercel so the game could be deployed, tested and iterated as a live web product.

My Role

Product direction · system design · UX/UI · art direction · tool selection · evaluation · asset preparation · integration · final decisions

AI-assisted production workflow across tools and hand-finishing

AI accelerated specialised tasks. The real work was directing, evaluating, correcting and integrating those outputs into a coherent playable product.

Design Through Iteration

Build, Play, Observe, Adjust

A playable system reveals problems that static design cannot. Rules that looked reasonable on paper produced unexpected combinations. Mobile layouts exposed interaction-density and prioritisation issues. Multiplayer introduced shared-state and feedback problems that did not exist in single-player mode.

Each problem became another iteration: build, test, observe, adjust and repeat.

balance

01

Game Balance

Adjust costs, Life, Attack and abilities when combinations create excessive advantage or hard locks.

smartphone

02

Mobile UX

Restructure interaction instead of forcing desktop layouts into smaller dimensions.

visibility

03

Game Feedback

Make combat resolution, resource changes and card effects visible.

sync_problem

04

Multiplayer States

Test both player perspectives, make turn ownership explicit and resolve disconnect, recovery and shared-state edge cases.

palette

05

UI Consistency

Keep factions visually distinctive while preserving one shared interaction language.

Iteration in Practice

Mobile Help before and after — from dense rulebook layout to touch-first navigation

Mobile UX Iteration

The first mobile version reused the desktop rulebook metaphor too directly. Although the content was available, the interface became dense and difficult to operate comfortably on a small touch screen.

The revised version replaced the scaled-down book with dedicated mobile navigation, larger touch targets and a clearer information hierarchy.

The problem was not visual scale. It was interaction density.

Multiplayer disconnect edge case — opponent left feedback and return to menu

Multiplayer Edge Case

Problem

If one player closed the game, the opponent could remain in the match waiting for a turn that would never happen.

Iteration

The system was updated to detect the disconnect and surface clear feedback instead of leaving the remaining player in an ambiguous state.

Result

The player is informed that the opponent has left and is returned to the multiplayer menu.

A technically valid state is not enough. The user also needs to understand what happened and what happens next.

Build, play, observe, adjust — then repeat.

Result

From Experiment to Playable Beta

5

Resource Systems

Air · Water · Fire · Earth · Special

6

Tactical Battle Lanes

Shared battlefield structure

3+

Playable Factions

Hun · Roman · Egypt, with further factions in development

3

Interface Languages

English · Deutsch · Magyar

Desktop + Mobile

Responsive Game Experience

Different interaction priorities for different screen sizes

~2 Weeks

Initial Playable Build

From first system concept to a functioning playable game

What began as an independent R&D experiment became a working card-battle system with responsive interfaces, faction-specific mechanics, persistent rule documentation and real-time multiplayer.

The project proved that rapid AI-assisted production can still remain design-led when system thinking, evaluation, iteration and integration stay under human control.

Gameplay

See It in Action

Screens explain the structure. Gameplay shows how the system behaves once cards, resources, effects and combat begin interacting in real time.

The video follows a complete single-player flow: from splash screen and faction selection through card deployment, spell effects, opponent-card review, Help navigation and combat resolution — ending in a full Victory state and return to the main menu.

The goal was not only to design the interface, but to make every state, action and consequence readable while the game is moving.

Project Takeaway

System Thinking Beyond the Screen

Summon became more than a visual game concept. It became a practical experiment in designing an interconnected product where rules, interface, feedback, technical constraints and content continuously influence one another.

The project reinforced an approach that also defines my professional UX/UI work: better decisions on the screen come from understanding the system behind it.

Designing the interface was only one part of the challenge. The real work was keeping the entire system understandable, playable and coherent.