
Naga Cards
Context and inspiration
My team actually ended up winning the Student Council campaign. When it was time to advert our biggest event of our mandate, the Christmas Party, we decided with a group of 5 to make a WebGL collectible card game that would tease the evening’s artist. Indeed, students were given coupons to collect card boosters in-game, each card representing a clue to guess the guest artist!



Teamwork to the rescue
We actually had less than two weeks to make the game while staying within the communication schedule. Therefore, we split the work between us, so while I was doing the dev, two others would do the graphics and the two lasts would come up with card ideas. To gain time, I reused code from Naga Rush for the backend part, and was constantly exchanging with the team to get feedback for how the game looked. We actually met every two days to talk about the game, and I think the motivation came from the fact that we were proud of our idea and so happy to work together… It was a very nice team experience!
Lesson learned from a lack of testing
On releasing the game, I experienced a roller coaster of emotions: I neglected testing the saving of the players’ collection card as saving data had worked flawlessly on a previous WebGL build I did on Naga Rush. However, this time, it didn’t, and as I realized it right after release, I had a moment with a mix of shame and frenzy to make up for it and eventually, an hour after, I found an obscure solution hidden deep in a forum. The damage weren’t too bad, we even gave a bonus for those who had been affected by the saving bug, this has been my lesson through practice that you have to test everything!
