Use your champion’s abilities and ancient artifacts in order to win the war between magic and technology.

 

Aboranth

During my senior year at Purchase College, I approached my colleague Winston de Jesus to collaborate on a project that combined our natural skill sets and interests. This would later become Aboranth, a turn-based battle card game filled with strategy and quick paced decision-making. To brand this game in an IRL setting, we developed playing cards, a booklet design, packaging, and a motion trailer.

Project Adviser: Timothy Samara
Second Reader: Daniel Nanni

 

Aboranth is a combination of different systems inspired from the well-known adventure campaign building of Dungeons and Dragons. Past this, there is a whole world our team developed to make the characters more relatable to each person that plays a match.

 

The name Aboranth came up as a play on the word “aberrant,” meaning deviating from the norm or unusual.

 

To have a playable game was the main goal that drove every decision that was made in the development of Aboranth. It was also known from the very beginning that Winston and I had to divide the workload based on our different skill sets. While I excelled at coming up with design and game systems; Winston specialized in illustration, character design, and branding. As a team, we made sure there was never a moment that we didn’t discuss each other’s processes, and we made sure to collaborate on certain aspects of the development process together. In the end, we presented all the proposed deliverables at the OH: 2018 Senior Thesis Exhibition.

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