Enmity: Heroes & Villains is a team based tabletop strategy game that pits the forces of good and evil against each other in a fight for supremacy. Featuring 10 original characters, Enmity is meant to be a unique new experience for players that was built from the ground up. The fast paced action and plentiful opportunities for comradery or betrayal are sure to make it a fun adventure. In addition, it’s been designed to accomodate multiple expansions.
Instructor:
Paul Kepple
Detail shots of the packaging and the Character Cards.
The packaging along with every component.
CHARACTERS
Creating the characters for the game was one of the most difficult and time consuming parts of the project. It was important to me to create interesting and unique characters, so I spent a lot of time on their designs. Beyond designing the characters themselves, I also needed to decide on an art style. Eventually what I landed on was a simple and cel shaded comic book approach, but the key aspect was the limited color palette used on the cards, as seen below. All illustration, from sketches to coloring, was done in Procreate.
Final Character Cards. The fronts are printed with holographic foil.
Detail shots of the Character Cards.
Once all the characters were designed and illustrated I moved on to creating the detailed Stat Sheets used in the game. As part of this, I also included their names and a short backstory. The cards are also color coded for heroes and villains, using duotones over the characters instead of their associated colors. These cards are very important, as they tell players how to use their characters in combat.
All 10 Character Stat Sheets.
Below are the original design sketches for the characters. As you can see, some of them changed slightly in their final appreances. Quantum Man changed the most drastically. I’ve also included a few of my initial exploration on the cards. Not only were they originally fully colored, but I also attempted two different art styles as well.
Top Row: Heroes Bottom Row: Villains
Three early variations of Magnitude’s Character Card. She was the first character I designed.
PACKAGING
For the packaging, I really wanted a box that was unique beyond simply the art. I went through a lot of concepts for opening mechanisms, eventually choosing what is seen below. The box is split vertically down the center, with each side representing one of the game’s two teams. As such, the pieces are divided in the same way. The illustration on the cover uses a similar approach as the cards, only the characters are rendered in the same color to make the image feel complete yet distinct from the contents.
Detail of the partially open package, revealing the Hero side.
The cover illustration in three stages of completion.
OTHER COMPONENTS
To begin the game, every player will recieve an envelope for their chosen character. Inside this envelope will be their Character Card, their Stat Sheet, a Reputation Token, and a Character Token. The envelopes will be either blue or red, for Hero and Villain, and have the logo of the cooresponding character on the front. These pieces must be kept with the player at all times. The tokens in particular will interact with other game pieces.
Front, back, and contents of the envelopes for Magnitude and Breakpoint.
To actually play the game, players must compete in fights and quests in order to raise their reputation level. When one player reaches the maximum level, his or her team wins the game. The game begins with the quest cards, seen below. After a certain number are flipped face up, players take turns selecting which one they wish to complete. If two or more opposing players select the same quest, they must fight for the card. Losing a fight or quest causes a player to lose reputation, while winning sees a gain. Their scores are kept by their Reputation Tokens on their individual Reputation Scales.
From left to right: Hero Reputation Scale, Hero Reputation Token, front and back of Quest Cards, Villain Reputation Token, Villain Reputation Scale.
Full instruction booklet.
LOGOS
This project contains many logos, the most important is that of the game itself. I researched the logos of many similar types of games and determined that an easy to read, bold logotype would be the best approach. Besides the main logo, I also created logos for every Hero and Villain in the game. For those, I wanted to make them look roughly similar but not match each other perfectly. I felt it should look like the characters came up with their own logos, rather than they all be created for the purpose of a game. Lastly, I developed logos for the Hero and Villains teams as a whole.
The final main logo along with all the early variations I attempted.
Top: Hero Logo Bottom from left to right: Magnitude, Reblast, Pendragon, Nevermore, Quantum Man
Top: Villain Logo Bottom from left to right: Breakpoint, Akuto, Morgana, Havoc, Slapdash!
MERCHANDISE
Lastly, I created a variety of merchandise for the brand. Given the nature of the product, as well as its genre, it only made sense to me to make various apparel items. I’ve included men’s and women’s t-shirts, women’s leggings, hoodies, and logo pins.