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Week 5: Visualizing Spells and Strengthening Our World
This week, our spells get more personalities. We visualized how Attack, Defense, Force, and Mobility spells create different tactical choices, planned a tutorial for first-time players, and continued bringing Tank into 3D. We also wrapped up our logo, poster, half sheet, and team photo!
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Week 4: Shaping the Arena and Visual Identity
Elemental terrain arrived in the Arena this week! We explored maps built around crossfire, islands, and corridors, then tested how their layouts could keep players moving. Meanwhile, our visual world began taking shape through stylized rune pucks, a clearer art direction, and the first steps toward bringing Swift from a 2D concept into 3D.
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Week 3 Quarter
Quarter gave *SpellChemists* its first big moment in front of faculty. We introduced the Foundry, Arena, RFID connection, and tournament plan, then came away with new questions about information, physical interaction, and why the game belongs on the Board. Those conversations also inspired our next experiment: 3D-printed characters with interchangeable parts.
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Week 2: Shaping the Core Game
With the Board foundation in place, it was time to build the game. This week, we mapped the journey from Foundry to Arena, defined our rigs, spells, and elemental reactions, and put the first combat loop through three paper prototypes. See which ideas survived playtesting
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