
Mete Ruso - Games & Level Designer
A Coven of Cards
Project Type: Professional Project
Overview
The game that we are currently working on to be released commercially.
A Coven of Cards is an Isometric, Roguelite, RPG, Deckbuilder. Gather power through witchcraft and avoid the inquisition tracking you down.
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Sling spells, perform rituals, trade, build and allocate your Coven. Confront the consequences of your moral choices in quests.
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We created a tutorial with plenty of room to expand, an economy system, a card game and many great environments.
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A new venture for me as this will be the first project that will be seen through to its completion. I had to consider user experience, art style and potential partners to work on the project.
Project Information:
Team Members:
Mateusz Stopczański (Project Management/Technical Design)
Mete Ruso (Creative Director/Environment Design/Economy)
Momchil Kotev (Narrative Design, Business Affairs)
Software Used:
Game Engine: Unity
Image Editing: Photoshop
Video Editing: Premiere
Audio Editing: Audacity












Project Responsibilities:
Teamwork: Working in a team harmoniously to achieve a common goal. Setting goals and boundaries and making sure things go smoothly.
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Leadership: As the Creative Lead, anything creative would have to go through me. Finding people that compliment the project and can contribute as well.
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Testing: Collecting testing data and running playtests for the Sabbath card game to improve it as much as possible. The data is entered into spreadsheets to analyse patterns.
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Economy: I'm in charge of generating a system for the economy. This involves creating an array of resources with values. Analysing the various Taps, Drains and Converters in the system to make something fun to play.
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Talent Scouting: Keeping an eye out for people that may complement our creative vision and communicating what we may need. Making sure that they can contribute and suggest ideas so that they can also buy in to the idea.
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Documentation: We have been documenting all sorts of data beyond our proposal document. All the data about spells and resources and economy models is documented with version numbers so everybody in the team can be on the same page.
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Digital Art Skill: Though we are using AI art for a lot of concept art, I created our logo and touched up some aberrations of the AI pieces for use.
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Video Editing: Editing together the trailer and cutting down the long playthroughs. Production value and timing was required for this part of the project.