![AGAvatar.png](https://static.wixstatic.com/media/3cf004_3a2593080ec14ab3a071994a80e458d1~mv2.png/v1/fill/w_137,h_183,al_c,q_85,enc_avif,quality_auto/AGAvatar.png)
![](https://static.wixstatic.com/media/3cf004_c6a0b2bd3275438384838dc57572bac7~mv2.png/v1/crop/x_0,y_0,w_1100,h_780/fill/w_434,h_308,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/3cf004_c6a0b2bd3275438384838dc57572bac7~mv2.png)
![Unreal_Engine-Logo.wine.png](https://static.wixstatic.com/media/3cf004_b63021d813a144e7b15adab9c01fa3ad~mv2.png/v1/fill/w_284,h_190,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/Unreal_Engine-Logo_wine.png)
![MobileTitleScreen.png](https://static.wixstatic.com/media/3cf004_782e7bcafb6b4700ad019e11f49ca514~mv2.png/v1/crop/x_2,y_28,w_1918,h_691/fill/w_980,h_352,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/MobileTitleScreen.png)
Westward
Westward began life as a paper prototype card game. Although our vision for the game remained fairly consistent, the actual prototype went through a variety of iterations and formats.
![Westward.jpg](https://static.wixstatic.com/media/3cf004_6e7c4d1e4e054bb1b118def14a8f135e~mv2.jpg/v1/fill/w_358,h_201,al_c,q_80,usm_0.66_1.00_0.01,enc_avif,quality_auto/Westward.jpg)
Gameplay Loops
The player would track 'West' uncovering the playboard, turn by turn. The game was resource driven, and each act would consume food and or ammunition to progress.
![Firefight.png](https://static.wixstatic.com/media/3cf004_021dbe3af89545e795adeb0276d7475e~mv2.png/v1/fill/w_358,h_184,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/Firefight.png)
Scope
We envisioned Westward to be a combination of a rogue-like card crawler combined with traditional RPG elements such as quests and collectables.
![GeneralStorePNG.png](https://static.wixstatic.com/media/3cf004_e7f6e44757bc4ea5b1e33524096e947e~mv2.png/v1/fill/w_300,h_212,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/GeneralStorePNG.png)
Design
The fundamental mechanic involved the player tracking 'West' by moving right to left on a 'playboard' uncovering a variety of event and enemy cards as they went.
![MobileMockupNew2.png](https://static.wixstatic.com/media/3cf004_8bbe9cf5b2b34b85873ba487d3cedb94~mv2.png/v1/fill/w_358,h_202,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/MobileMockupNew2.png)
Concepting
The design went through many stages. Most of our initial testing was done via paper prototypes to identify how well the game flowed as a physical card game. Below is some of our earlier concept work.
![mockup3.png](https://static.wixstatic.com/media/3cf004_68aefef4eb594bcd98ec7e425a8a6183~mv2.png/v1/crop/x_0,y_0,w_5480,h_3249/fill/w_358,h_212,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/mockup3.png)
Tools
I created a prototype in Unreal Engine 4 - this allowed us to test and iterate more efficiently, address balance and difficulty and more importantly provide a glimpse into the overall user experience.
![EarlyUEMock.jpg](https://static.wixstatic.com/media/3cf004_ae1be91e33ac486e89c55ebc68096cb7~mv2.jpg/v1/crop/x_12,y_0,w_1265,h_749/fill/w_358,h_212,al_c,q_80,usm_0.66_1.00_0.01,enc_avif,quality_auto/EarlyUEMock.jpg)