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Prototypes

For enter_universim, the most fitting means of protoyping is through 3D software and/or the real world. Creating physical representations of how the game would look and play out is paramount to making sure the game can be understood properly. I'll also be looking to make prototype card designs and mechanics.
Initial Prototypes
As I began to develop card designs and layouts, I made sure to experiment with things like typography and miscellaneous visual elements. I ended up settling on the rough layout on the far right.
As the process continued, I sought out different ways by which I could polish the cards and make them more visually appealing. I eventually added a grid to two iterations to highlight the technological aspect of enter_universim, and to hopefully emphasise the simulation/dream theme.

I also experimented with a brushed metal finish with engraved text, implying that that middle section was a screen. I really liked this concept, but I didn't end up going with it as it felt too 'physical'. It didn't feel quite ethereal and dreamlike enough, so I ended up settling on the design on the right, as it contains the technological, futuristic elements I needed whilst also carrying some more fantastical and dream like elements, such as the psychedelic background.
As playtests went on, I made more and more refinements to the overall card design. I made sure to create higher contrast between the card and the important text, adding a black glow to the back of the text to help it stand out. I also changed the hue of the background depending on the card so that there were less colour clashes. Finally, I got rid of the fade between the character art and the background as, in hindsight, this made little to no sense. The designs will most likely undergo more refinement and potentially large changes as development continues, but I am very happy with where they are currently at.
Whitebox Tabletop
Once I had playtested a bit and figured out roughly how the game would look on a table, I decided to replicate it in Blender to showcase the physical space in a more polished way. I eventually came back to this once further progress had been made, and I textured the board and polished it off a bit.
Holographic Effects
Once I had some more definitive artwork, I came back to this page to create some prototype holofoil in Blender. I had always loved pulling shiny cards from Pokemon card booster packs, so I wanted to try and replicate that in Blender with some different effects.

I feel as though the most successful effect is the top right - the broken shard effect is very visually appealing on its own. Once I'm at the stage where I can think about actually printing the cards, I refer back to here and try making some limited edition holofoil prints.
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