- Gameplay Systems
- Prototype
Shonen Showdown
A networked trading card game played in first person: you hold your cards, declare attacks, and summoned monsters appear as 3D holograms on the board. I was the lead developer on our three-person team, building the rules engine, the networking and the card data everyone else builds on.
- My role
- Lead developer: battle rules, turn flow, networking and card-data architecture
- Team
- Three-person student team: Georgi (lead developer), Ricardo (art), Sam (data and audio)
- Built with
- Unity 6 (URP), C#, Photon Fusion 2 shared mode, Photon Voice, ScriptableObjects
- Challenge
- Keep turn phases, card effects, summons, attacks and visible state in sync across the network
The rules engine
I own the core battle logic: turn management, the chain stack, summoning, damage, and keeping it all in sync over Photon Fusion 2.
Six-phase turns
A TurnManager state machine enforces Draw → Standby → Main 1 → Battle → Main 2 → End, with UI feedback at each step.Summoning rules
Level 1–4 summon free, 5–6 need one tribute, 7+ need two. A successful summon spawns the 3D monster above the flat card.The chain stack
Last-in, first-out resolution: Attack → Trap → Quick-Spell resolve in reverse. At most three conditional effects per card, enforced in the data.
Card data the team can extend
I designed the CardData ScriptableObject schema: ID, name, frame, rarity, attribute, level, attack and defence, keyword references and effect text. The battle engine reads it directly.
Keywords such as Piercing and SpecialSummon are separate assets, so a balance change reaches every card that uses them, with no script edits or merge conflicts.
The roster lives in a shared spreadsheet kept by our data lead. A custom "anime race" column sits beside the standard one, so a card can be a Spellcaster by the rules and an Arrancar by lore.
Who did what
We worked with strict scene ownership and Git discipline: each person owned their own scenes.
Georgi: lead developer
Core battle scene and logic, lobby and menus, Photon Fusion 2 networking, the turn state machine, the card-data schema and keyword architecture, VR interaction handling.Ricardo: art (in production)
Custom 3D monster models and animation, the environment, card illustration import, UI polish.Sam: data and audio
Card data entry, keyword assets, balance and stats, sound effects and music.
Game modes and the full systems list
Standard Duel (1v1)
Classic rules, 8,000 life points, players across the table.Tag Team (2v2)
16,000 shared life points, alternating turns, voice chat for everyone.Raid Boss (2v1)
One boss player with double life points and bonus cards against two challengers.Battle Royale (FFA)
Four players; the last with life points wins.
Systems I built
- Full six-phase turn state machine.
- Last-in, first-out chain resolution.
- Level-based tribute summoning.
- Attack and defence damage with life-point tracking.
- Drag-to-target attack declaration.
- A cinematic "Showdown Phase" for boss monster clashes.
- ScriptableObject card registry with keyword references.