M.A.D is a strategic Card Game for Mad Scientists!
Construct Magnificent Machines & Devious Devices to battle for World Domination!
Taking over the world involves the construction of great machines to subdue the human race with.
However, only one mad scientist can rule the world, your rival is sure to use all the science at their disposal to beat you too it.
Each device has unique ways to change the way the game progresses once constructed, allowing you to meddle in your rivals best laid plans.
The basic rules are simple and easy to understand, complexity builds within the confines of each match.
Each new device that enters play adds a new variable to a web interacting of abilities.
Gradually the game builds in intensity, reaching a point where the Scientist who can better predict the following few turns will end with the world at their feet.
M.A.D was designed and prototyped long before it was developed into a product.
Starting with hand drawn cards on cut up pieces of cardboard, it was balanced and revised many times over 10 years.
In 2015 development began in earnest, developing a commercial product from the physical game and a new digital game simultaneously.
The aesthetic and graphic design of the physical game underwent many iterations.
The digital game's aesthetic closely followed the physical game as it developed it's style.
We decided to self publish.
Having the cards printed, boxed and wrapped in quality materials became a major task.
After of sourcing, samples, negotiations and cost projection, we settled on a printing manufactory in Guangzhou China.
It took 7 months to iron out the kinks and get the quality we needed, but were happy with the final result.
The digital game went into development at the start of 2015.
A team of 7 developers worked for one year. First in Goo, then changed to Unity. Changing engine half way through the year.
6 months of part time development came to a close when we realised some issues with real time multiplayer could not be handled by the engine in its current state.
Over the course of 2015 and 2016 we attended 7 major events for promotion.
We sold 487 copies of promotional stock at festivals and exhibitions like Supanova and Comic-Con.
Building up a community of fans and funding develpoment at the same time, getting ready for the games public launch in 2017.
The game's theme and original conception was a collaboration with Basil Lancaster.
I designed the games rules and mechanics and oversaw all ballance and rule changes throughout development.
During the development of the digital version I took on a director role, attempting to make sure everyone was moving in the same direction.