hex: echoes of the first curse
My Role: Game Designer / Technical Game Designer — solo MVP (systems design + implementation + iteration)
A high-stakes fantasy warzone: fight smart, loot fast, and gamble your escape—because the real battle is getting out alive.
Hex is a real-time tactical extraction RPG where positioning, information, and teamwork beat raw gear. Each run begins in the hub, plays out in a contested combat zone, and hinges on one decision: do you risk staying longer, or Recall?
What’s playable in the MVP
Core loop: Hub prep → deploy → fight & loot → extract/lose → rebuild
Playable content: 3 factions, 18 races, 27 classes, and hundreds of abilities (ability-point specialization).
Multiplayer flow: Hub-to-combat instance handoff gated by character level, with on-demand match instancing.
Implemented systems
Identity + Buildcraft: faction selection, character creation, ability-point specialization, scalable ability library.
Online Architecture: cloud-saved player data,
hub → combat server handoff, match instancing.
Tactical Information: fog of war, dynamic sight range, shared vision, stealth mechanics, and more.
Movement + Rotation: hex-grid pathfinding and facing/commitment rules.
World Simulation: time-driven regen/healing, buff/debuff handling, day/night pressure, PvE AI + drops.
Combat Model: real-time resolution with tabletop-style dice rolls supporting offense, defense, control, mitigation, healing, and utility.
Pillars
Pillar 1 – Tactical Warfare
(Turn-based play in real-time)
Promise: Outplay beats outgear. Positioning and information win fights—backed by teamwork, good decisions, and a little luck.
Includes: hex-grid positioning and body-blocking; fog of war + faction-wide shared vision; facing/rotation and terrain rules; coordinated small-team play; three-faction war (A vs B vs C) with PvE pressure in the mix.
Pillar 2 – High-Stakes Tension
(To Extract or Not to Extract)
Promise: The game lives in the tension: you must risk everything to gain anything. Step into danger for profit, then fight the real battle: getting out alive.
Includes: full-loss stakes; limited lives/permadeath pressure; progression gated behind danger; Recall is the way out—part luck, part skill—sometimes routine when calm and safe, and sometimes a desperate high-pressure escape.
Pillar 3 – Replayability
(Through Familiarity & Discovery)
Promise: Hex spans the full range of fantasy archetypes—you can stick to what you love, or sample everything. Either way, no two matches play the same: teams, enemies, and terrain keep reshuffling the puzzle.
Includes: faction-flavored character combinations; branching build paths shaped by limited ability points; squad synergy that mixes planned friends with matchmade allies; combat zones with unique layouts that keep fights fresh.
Roadmap: Account Building (Pillar – 4)
(Player Incentivization)
Promise: Your account is the engine—power it up over time. Use characters to climb toward the summit, but many will fall along the way.
Includes (planned): account-wide progression; milestone perks for current and future characters; a peer-to-peer character marketplace; Generalship (endgame leadership + faction warfare); a prestige Remort system.
Why I built it
Hex has been on my mind for years—the kind of game I originally got into game design to make. I built the MVP in Unity/C# with AI-assisted development, focusing on validating the core loop and tactical feel through iteration and playtesting.
Demo: I can walk through the game via screenshare. Windows and Mac builds are available on request.
Game Loops
Combat Zone Gameplay Footage
MVP art approach: I intentionally optimized for iteration speed and combat readability. All character meshes share a single rig (shared animation set), characters/weapons/environment use a poly-painted workflow with a minimal material footprint, and visuals exist to support real gameplay needs: weapon silhouettes, cancelable attacks, crowd control interrupts, and clear character states in the battlefield. Final art direction is planned as a separate production pass.
