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Valiants: Arena

A turn-based card battle game for Android, iOS, Mac and PC — customize your Valiants, build your team, and fight in dynamic 2v2 elemental arenas.

Valiants: Arena

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Valiants: Arena is a competitive turn-based card battle game developed by Vortrius. Choose from 4 unique Valiants, form a 2v2 team, and clash in elemental arenas with dynamic battlefield conditions. Customize your Valiants, master their move sets, and climb the competitive ladder.

I joined the project after the alpha version as a Sr. Game Developer — the core architecture and early systems were already in place when I came on. The Unity programming team was small (me plus 1–2 other developers), embedded in a broader cross-discipline team of 20+ (game design, producers, ownership, 2D and 3D artists, animators, QA). After the original Tech Lead stepped down, I assumed the Tech Lead role for the rest of the development cycle.

The game has since been shut down — store links are kept here for reference. The iOS build was distributed via TestFlight and may not have reached a public App Store listing.

About

Valiants: Arena is a competitive turn-based card battle game. Choose your Valiants, form a 2v2 team, and battle in dynamic elemental arenas. Each Valiant has a unique move set you can customize — master your loadout, manage your Tamer, and dominate the ranked ladder.

My Role

I joined Valiants: Arena after the alpha version as a Sr. Game Developer — the project’s core architecture and early systems were already in place when I came on. The Unity programming team was small (me plus 1–2 other developers), embedded in a broader cross-discipline team of 20+ (game design, producers, ownership, 2D and 3D artists, animators, QA).

After the original Tech Lead stepped down, I assumed the Tech Lead role for the remainder of the development cycle. As Tech Lead I took on more meetings, implementation decisions, and direct coordination across all the disciplines above — while continuing to ship features, tools, and infrastructure hands-on.

My very first task post-alpha was making the application core reusable for future projects (the first bullet below); from there the work expanded into tooling, in-game features, build distribution, and live operations.

Here are my contributions on this game:

Feature & Tool Development

  • Improved and separated application core logic into multiple packages, reusable in the company’s future projects
  • Helped design the GameData system that translates Google Sheets to JSON following a set of rules
  • Helped design the internal system that consumes the game data JSON into gameplay logic, simplifying how game designers create new game elements
  • Implemented multiple features using the game data structure and system
  • Designed and implemented a queue system to send requests to multiple destinations
  • Designed Logs and Analytics sender systems that allow the user to define multiple service destinations, configurable and toggleable remotely, working with the requests system
  • Implemented PaperTrail, Loggly and New Relic as custom packages
  • Implemented an internal Analytics service as a custom package
  • Implemented multiple game features, including Team Management and Training Center
  • Implemented Google Play and App Store In-App Purchases
  • Designed and implemented import and setup asset tools to help artists integrate new content in the game
  • Designed and implemented an editor debug menu to simplify the use of developer endpoints, internal testing tools, and internal information display
  • Designed and implemented a grid system using Fancy ScrollView that works with any type of internal objects
  • Designed and implemented a stats system to be used as a daily mission and possibly as an achievement system
  • Designed and implemented a gacha system with video support

Gameplay & Other Systems

  • Implemented new gameplay elements like monster traits
  • Improved the turn state machine to better surface it in the UI
  • Improved a skill order system that works with the turn state machine
  • Designed and implemented the game stats system in the server-side Quantum plugin
  • Implemented a skin system for monsters and tamers
  • Introduced UniWebView to speed up webview integration on mobile devices

DevOps & Build Pipeline

  • Improved build scripts to report on GitHub Actions annotations
  • Automated how the plugin was uploaded to Quantum servers, with reports to Discord channels
  • Helped with bug fixing to fast-release patches whenever a new live build had a major bug
  • Designed the internal build distribution workflow on top of the existing CI: branch structure, naming conventions, tagging, and the rules governing when and how a build is triggered and the process it follows through to upload
  • Upgraded all packages and the Unity engine version
  • Mobile store management:
    • Created and configured Google Play and App Store applications for development and production builds
    • Created and maintained internal and external test tracks and TestFlight builds
    • Helped with the creation of necessary Apple certificates
  • Configured and distributed closed testing, alpha, open beta, and soft launch builds in the mobile stores

GitHub & Version Control

  • Designed and implemented branch structure and naming rules
  • Designed and implemented pull request and merging rules
  • Implemented and configured Git LFS
  • Implemented useful actions to bump version config files and export DLLs and assets between the Unity and Quantum projects

Debugging Improvements

  • Introduced and extended SRDebugger and Proxima Inspector to simplify testing on dev builds
  • Introduced dev-mode logic based on build type to enable/disable dev endpoints, commands, and debug options in builds

Collaboration, Communication & Cross-Discipline Support

  • Provided extensive support to designers and artists, including fixing UI, Spine 2D, VFX, and Timeline issues
  • Reviewed and documented plugins, identifying ones that needed updates or removal
  • As Tech Lead: took ownership of planning meetings and implementation decisions, coordinating directly with game designers, producers, ownership, 2D artists, animators, 3D artists, and QA
  • Defined the team’s work pipeline — how a task is created, reviewed, worked on, and handed off between disciplines
  • Helped create and organize the team’s Jira — board structures, fields, filters, dashboards, and release configuration
  • Helped with documentation structure across the team

Contact

Feel free to contact me if you want to know more about my role in this or other projects.

Highlights

  • Turn-based card battle with 2v2 elemental combat
  • 4 unique Valiants with customizable move sets
  • Dynamic arenas with elemental conditions
  • Team management and training center
  • Gacha and IAP systems
  • Live operations and seasonal content

Interested in Working Together?

I'm always open to discussing new opportunities and collaborations. Let's create something amazing together!