Air
Mobility, control and tactical distribution.
A fantasy card-battle R&D project exploring game systems, UX/UI, multiplayer and AI-assisted production.
Result
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
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
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.