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Star Trek Adversaries is developed by Puppet Master Games. My responsibilities included game design and programming. Tasked with conceptualizing developing, coding, and polishing features to completion.

 
 
DECK EDITOR - User Interface

DECK EDITOR - User Interface

User Interface and USer EXPERIENCE

An enormous undertaking on Star Trek Adversaries was re-working the user interface based off early feedback. The goal was to create a more streamlined interface that would be approachable for new players and work for multiple platforms. Menus were rich with features and various options. Both the deck editor and the pack opening screens are two areas that had a significantly improved final product.

Star Trek Adversaries’ user interface went through many iterations before finalizing on some of the samples shown.


Game Balancing

Any competitive card game needs to go through a rigorous testing and iterative process to ensure proper balancing. With 24 flagships (Player Classes) and 300 cards players could choose from, Star Trek Adversaries was quite a task.

In particular, I took an interest in balancing our retreat based flagships. Retreat is a mechanic that allows you to remove a ship you own from the board. Retreating returns your energy cost enabling you to play a more powerful ship earlier than expected. These mechanics had to be carefully tuned to ensure proper balance.

With open forums to discuss game balance with our community, we could quickly iterate on the card design.


WARP OUT - Loading Screen

WARP OUT - Loading Screen

Game Optimization

To prepare Star Trek Adversaries for mobile, we went through a massive round of optimization and improvements to both CPU and memory usage. We hoped to reach as wide of an audience as possible on Android and iOS. Star Trek Adversaries required a substantial rework to its asset delivery system. Significant improvements to the loading process and unloading process. Optimization of scene structure to better segment our assets in memory. Large amounts of iteration on many devices to ensure visual fidelity balanced against performance and battery life. The above tasks were further complicated as we had to maintain our data-structure to work with our back-end system.


Tutorial and New Player Experience

Analyzed player feedback to ascertain where players needed more information to prepare themselves for competitive multiplayer properly. Designed a diegetic tutorial immersed in Star Trek lore. Researched characters to write dialogue that is highly functional but also provides a sense of authenticity to beloved characters.

TUTORIAL - Retreat

TUTORIAL - Retreat