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Final Product* with professionally produced assets
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Early stages of testing and super low fidelity concepts
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Vectorization of the paper assets in Illustrator.
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Final box and card set


In Long, each player starts with just the head and tail of a dragon. Throughout the game, they will grow their dragon by adding segments between the head and the tail. Each segment has different qualities and features, which are also represented in some of the goals, which players are competing for. To play each segment, you must pay its cost, and then add it to your dragon. Once on your dragon, you can use the unique effect of the segment. After three rounds, whoever has scored the most points (through goals and other point gaining methods) wins the game.

This final game "Long" is one of the many games that I made for my CAPSTONE sequence this semester. If I had to count iterations, it would probably be around the 8th game I made. I feel that I and many others underestimate what it takes to create a unique and fresh game, and it isn't something that is lightly done in a few months. This game will continue to be refined and tested until it is ready for an official launch. Most testing was done in blank playing cards written on with Sharpie. For the higher fidelity models, I used Procreate to sketch and Illustrator to vectorize. I printed the cards using www.makeplayingcards.com .

Long is a competitive, card-based, tabletop game where players attempt to construct long dragons in order to match goals and win points. Players will need to manage resources as well as keep a close eye on their competitors in order to win the game after three rounds.


,Ethan Wang



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