Fortune & Glory

The “Fortune & Glory” concept was my first attempt at designing a boardgame. While the game was never published the high volume of work I completed serves as a testament to my ability to breath life into an idea. I did the game design, player testing, graphic design, art direction for the character and creatures, and constructed near final quality prototypes.

Art Direction

My vision for the gameplay and art direction was to make players feel like they are in a dieselpunk Indiana Jones movie. This meant the characters chosen by players needed to look the part of a hero and visually standout because of their unique abilities. After research, writing, sketching and collecting art reference, I created art boards used to guide illustrators commissioned to render the final art.

Character Cards

The original Character cards started off much smaller and simpler, but after dozens of playtest sessions the design evolved. The game mechanic of Glory Points was simplified, reduced to 3 slots, and then replaced entirely with an Ammo and Health system. All these changes were driven by player feedback and testing.

Prophecy and Quest Cards

Designed to shake things up on the game board, Prophecy cards can either spell doom or be miraculous godsend. The art direction was meant feel like a player was reading an engraving on a wall or tablet. The Glory Point system was repurposed as three different Quest card types whereby collecting the proper token and placing it on the card doubled or tripled points.

Icons

Flipping tokens is how players discover treasure to collect or creature to battle. The game setup requires different tokens to be placed in different areas of the game board: jungle, mountain, and tomb. Numbers on flipped tokens indicated the number of points collected or strength of a creature.

Map

Designed to look like a bird’s eye view of an ancient forgotten island, players moved freely across hexes with the roll of a dice.

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