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Trials of MAYA

A turn-based tactical deckbuilder

About

Trials of MAYA is a turn based tactical deckbuilder setin the MAYA Narrative Universe. Play as phantoms from the universe with asymmetric abilities and battle each other in simulations in MAYA. 

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Age Rating: 18+​​                     Platform: PC

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Engine : Unity​                         Team Size : 5

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Semester: 8

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Popular Tags : Multiplayer, Tactical, Turn-Based, Grid Based, Hero Powers, Cards

Please note that the project is under NDA and so any proof of work can only be shown upon request for the purposes of interviews or meetings

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Promotional Material

MAYA Narrative Universe Trailer

My Role 

Game Design and Project Management
  • Led the project while overseeing key management responsibilities, including scope definition, milestone planning, and timeline coordination across the development cycle.

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  • Created a prototype on Table Top Simulator to facilitate playtesting remotely.

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  • Handled the UX adaptation from the boardgame to the video game ensuring there was no loss in the core intended experience.

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  • Practiced Agile project management, facilitating daily scrums, sprint planning, and retrospectives to maintain steady progress and team alignment.

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  • Maintained a structured Kanban board to track tasks across backlog, in-progress, review, and completed stages, ensuring transparency and efficient workflow management.​​​​

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  • Iterated on core systems through playtesting and feedback loops, balancing strategy, challenge, and player agency in a turn-based, card-driven environment.

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  • Optimized the development pipeline by prioritizing high-impact features and making strategic trade-offs, maintaining overall quality while meeting production deadlines.

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Gameplay Programming
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  • Designed and implemented core turn-based combat systems, including turn order, initiative, and action resolution for both player and AI-controlled units.

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  • Developed a flexible card-driven ability system, allowing actions, attacks, and effects to be executed through modular, data-driven card logic.

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  • Built grid-based movement and targeting systems, supporting A* pathfinding, range calculation, line-of-sight checks, and environmental interaction.

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  • Implemented layered status effect and buff/debuff systems, enabling complex interactions such as stacking effects, conditional triggers, and duration-based outcomes.

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  • ​​Created enemy AI behavior systems tailored for tactical decision-making, including positioning, ability prioritization, and adaptive responses to player actions.

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  • Engineered combat feedback systems (damage calculation, animations, and visual cues) to clearly communicate outcomes and improve player readability.

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  • Developed scalable systems for progression and deck management, allowing players to build, modify, and optimize their decks across sessions.

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Network Programming
  • Developed a distributed-authoritative network architecture tailored for turn-based tactical gameplay, ensuring consistent game state synchronization across all players.

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  • Implemented Unity Gaming Services Relay to support asynchronous and synchronous multiplayer sessions, enabling players to take turns seamlessly without desync.

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  • Designed and synchronized turn order, action resolution, and card effect systems, ensuring deterministic outcomes across all clients.

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  • Built a modular deck and character selection system, allowing players to customize loadouts and dynamically swap cards and units before matches.

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  • Handled spawning, despawning of all network objects as well as refactoring the Customer AI for network functionality through Remote Procedure Calls.

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  • Added a lobby code system to allow for joining sessions through a 6 digit aplha-numerical code.

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