Pantheon
This project was our first real introduction to game design in college. We were given the task of creating a unique card game within a certain set of parameters. Overall we had a lot of freedom over what our games looked like, with the main requirements being a play time limit and that there must be elements of player choice. After we created the first version of our game we spent the rest of our time playtesting and iterating on our designs to get them to the best possible version by the end of the month.
Pantheon Rules
When creating Pantheon I first started with the theme, rather than the mechanics. I originally had a couple ideas for a theme, but after some prototyping I found that my best mechanics ideas revolved around the theme of Greek mythology. As a side note, Greek mythology is something I’ve been interested in most of my life, so I was very comfortable working with this theme. I think this comfort and interest definitely allowed me to push myself harder when creating Pantheon and made it a very positive experience.
For the class the only requirement for the visual appearance of your cards was that you had to be able to tell the difference between them. Most often this included writing, color coding, and occasionally a free icon that could represent the card’s purpose. However, I decided early on that I would rather make my own art for my cards, so I made the first version of each card on Procreate during the first week, then updated them when necessary. I held all my playtests through Tabletop Simulator, so switching out or adding cards was relatively easy.