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Antithesis – Hybrid Board Game and Deck Editor

Overview

Antithesis is a 2-player hybrid tabletop strategy game combining tactical board control and card-driven mechanics across 5 factions and 500 unique cards.

I served as technical director and systems architect, responsible for transforming a loose concept into a production-ready game ecosystem including ruleset formalization, content pipeline automation, and a cloud-hosted deck-building application.


Role

Technical Director / Systems Engineer

Unity (WebGL) · AWS S3 · REST · CI/CD · Data Pipelines · Tooling


Systems Design & Rule Architecture

  • Co-designed core hybrid board + card ruleset, reducing match duration from ~3 hours to ~1 hour (~66% reduction).

  • Authored v2 rulebook formalizing recursive response windows, action timing hierarchy, faction alignment constraints, and deck construction gating. Antithesis-Rule-Book-v2 (1)

  • Engineered deterministic rules layer separated from presentation.

  • Designed faction rating system governing deck legality across multi-faction builds.

  • Defined champion alignment gating (Light/Dark/Neutral enforcement logic).


Content Production Pipeline (95–98% Iteration Speed Increase)

Original production time:

  • 30–60 minutes per card

  • ~1 week per 100 cards

After pipeline automation:

  • 15 minutes to regenerate full 500-card library

Built:

  • CSV-driven card authoring system

  • Adobe Publisher data-merge automation

  • FontLab custom glyph pipeline

  • Stable Diffusion art workflow training

  • Automated JSON schema export

  • Image resizing + AWS S3 ingestion

Result:

  • Reduced full library iteration time from ~250–500 hours to minutes.

  • Enabled rapid balance passes across all factions simultaneously.


Cloud-Hosted Deck Editor (Unity WebGL)

Architected and implemented a cross-platform deck construction application:

  • 500-card dynamic library

  • REST GET integration with AWS S3

  • Schema-based deck validation (0 illegal decks reached runtime)

  • 25 stackable toggle filters + typed search

  • Multi-category combinatorial filtering

  • Save/load system

  • JSON export for Tabletop Simulator

  • Auto-generated ZIP packages for users

  • GitLab CI/CD auto WebGL builds

  • Hosted on AWS S3

  • Compatible with PC, Mac, and Mobile

Adoption:

  • 10+ active tool users

  • Used for GenCon 2024 live demo builds


Performance Engineering (WebGL Constraint)

Challenge:

  • WebGL single-threaded environment

  • No task-based concurrency

  • 500 images

  • AWS throttling at ~300 concurrent requests

Solution:

  • Designed queued batching system

  • 25-card batch loads

  • 20 concurrent request throttling

  • Async staged loading

  • Prevented AWS lockouts

  • Maintained UI responsiveness

Result:

  • Stable asset streaming in single-threaded environment

  • Reliable cloud-based delivery pipeline


Live Demo & External Validation

  • Demoed at GenCon 2024

  • 16–24 live players over 2 days

  • Iterated UI clarity and visual readability from player feedback

  • Achieved multiple completed matches within 60-minute sessions


Media & Links

🎮 Demo | 🃏 Website




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