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Thales: the card game

2020

Intentions :

Complementarity - Informative - Immersive

Pitch :

Thales the card game is a professional project made for the Thales company in order to present the anti-submarine warfare. Two players, controlling respectively a warship and a patrol aircraft, must cooperate to prevent an enemy submarine from fulfilling his mission.

My roles

Game Designer System

InDesign - PPT - Excel
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Context

Since the game was for the Thales company, we had special constraints to respect. We had to make a card game prototype to present the main aspect of anti-submarine warfare while also showing the Thales equipment used in this warfare. So it had to be close enough to reality while also fun. For everyone, it was the first project where we worked with this much as 11 other game designers. We had no artist working with us. Also, no one had any knowledge of anti-submarine warfare so we started by making research on the subject.

Development

One of our main goals was to have cooperation at the heart of the game, to represent the experience of working with different naval forces to find a hidden submarine.

So the players had to cooperate in order to achieve the same goal: Prevent the submarine from achieving his mission and escape. We didn’t want to have competition in the game so the threat, the submarine, played by himself according to simple rules. A part of his actions was hidden at the back of cards to best represent the discrete behaviour of submarines in real life. We decided that each player would have different gameplay and effect on the submarine that would complement the other player. It was a way to strengthen the communication and the cooperation between the two players. Also, the players could anticipate the submarine actions since they had the ability to look at the upcoming actions of the submarine. We did that to encourage the players to plan their actions ahead and also prepare for unexpected events. This cooperation was a success during the many playtests we did. For those, we chose players that didn’t know the game and the subject. I observed and took notes on several playtests during the project. We regularly tested the game with new players to check if it was understood and enjoyable.

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My work

Personally, I focused on designing the different systems and their interactions. I made sure that they couldn’t function without the rest of the game in order to give them meaning. I also worked on balancing the submarine actions and behaviour which was really important since the pace and the experience depended on it. A big challenge with a card game is to make it easy to manipulate. So I worked with other members of the team to make cards readable with the information well placed so the players could easily analyse the board.

Conclusion

It was a really interesting project for me because I got the opportunity to present an unknown subject within a game. I am always interested in giving knowledge and triggering curiosity in an enjoyable way. Also, the constraints we had were unusual, I learned how to respect a subject essential aspect while also making it fun. It was my first project where I strive to make good cooperation. I learned many principles to make it work and I really liked working on it. So I’m interested in creating new cooperation games in the future.

Other team members

 Game Design :

- Thomas Depraz-Depland

- Simon Picardat

- Théodore Labyt

- Antoine Leroux

- Paul Paret

- Côme Richetta

- Thibaut Le Doare

- Luc Vidal

- Manon Ghignoni

- Arthur Deleye

- Rémi Sécher

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