Overview

Project Horizon is a card-battle, deck-builder set in a wild west ghost town beset by animal-headed demons. It features a card battle game where each card type has a movement archetype that dictates how it can traverse the board. Some cards can only travel diagonally, while others travel along the ranks and files of the board. These movement archetypes, reminiscent of the piece movement in chess, create a very dynamic and tactical card battle experience. I lead a team in crafting a prototype to explore Project Horizon‘s core card game systems and visual style.

Credits: Robert Reckowsky, Jack Holt, Bryce Hui, Trudy Townsend, Ava Bickner


The central focus of the Project Horizon prototype is the card combat system and, more specifically, the movement and damage mechanics. I started by creating an extensive game design document that outlined the style and mechanics. I also wrote a document specifically for use in making the prototype. This document broke down the core systems that needed to be implemented for a functional prototype. Once the documentation was complete, I worked with a 3D artist, programmer, and composer to bring the prototype to life.

Card Combat Design:

Project Horizon‘s card battle gameplay takes place on a board with seven columns and five rows, 35 total spaces. The game is between the player and one opponent. The game starts with the player and their opponent placing their home cards on the board. After this setup, the player and the opponent take turns playing a card from their hand on their side of the board, then moving one of their cards to a new tile. If this new tile is occupied, the attacking card deals damage to the existing card. If the attacking deals enough damage, it destroys the existing card and takes its place. The goal of the game is to deal enough damage to your opponent’s home card to destroy it.


The world of Project Horizon is inspired by the mythos, romance, and tragedy of the American West in the mid-19th century. The country was changing and expanding into an environment rife with conflict. I chose to focus on the clashes between nature and industry that were occurring during this time period. Project Horizon takes place in an abandoned coal mining town. A place of industry, slowly being reclaimed by the surrounding desert.

Visual Design

For the visual style of Project Horizon, I was inspired by the hand-drawn, Sobel-style found in games such as Borderlands, The Walking Dead, and Where the Water Tastes Like Wine. A style that uses a strong black line to indicate form and texture. A scouting trip I took to Utah influenced and inspired the scene I built for the gameplay prototype. During the scouting trip, I compiled photos of the landscape, structures, and history of Carbon County, Utah, to use as reference when building out Project Horizon‘s prototype. I chose to exaggerate the warmth of the color and the depth of the shadow to draw the player’s attention to the unnatural green candlelight on the board.