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He-Man and the Masters of the Universe

Battle for Eternia​

Platform:

Mobile - App Store, Google Play

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Engine:

Unity

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Duration:

3 years

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Team Size:

20+

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Role:

Game Designer​​

He-Man and the Masters of the Universe Battle for Eternia is a digital collectible card game (CCG) developed and published by Gambit Games. Players build decks from a vast collection of cards, each representing characters, vehicles, and artifacts within the MOTU universe, and engage in turn-based battles using strategic resource management.

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As the Game Designer, I was responsible for shaping the game's vision and mechanics, ensuring a cohesive and engaging player experience. My key responsibilities included:​

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  • Game Vision & Documentation: Drafted the initial Game Design Document and maintained ownership of the game's core mechanics, cards, and game modes.

  • Prototype Development: Created the initial proof of concept in Unity for the Mattel partnership pitch.

  • Card Design & Balance: Designed and scripted the first set of 300 cards, ensuring diverse mechanics and strategic depth.

  • Progression & Systems Design: Designed the rankings and progression system to enhance player engagement and long-term retention.

  • Art Direction & Asset Management: Led the art team in defining card art style and quality while gathering reference material for rewards and cosmetics.

  • Localization & Backend Data Management: Handled backend translations and structured reward data for multiple regions.

  • Engineering Collaboration: Worked closely with engineering teams on feature implementation, debugging, and optimizations.

  • Playtesting & Gameplay Tuning: Organized and led playtests, gathering feedback to iterate on balance and mechanics.

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Gameplay & Mechanics

 

My biggest and favorite contribution to Battle for Eternia was designing the core gameplay and mechanics. As a ten-year Hearthstone veteran, I immediately saw an opportunity to use Hearthstone as a foundation while refining and innovating on its mechanics. To kickstart development, I recreated Hearthstone’s gameplay in Unity and systematically broke down its core features, identifying areas for improvement and streamlining.

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Removing the Class System

The first major change I implemented was removing the traditional card class system found in games like Hearthstone, Magic: The Gathering, and Pokémon TCG.

In these games, class, color, or element systems define distinct playstyles and limit deck-building, making it easier for new players to craft decks. However, such systems also have drawbacks:

  • They stifle creativity by restricting cross-archetype experimentation.

  • They create balance challenges, where certain classes dominate the meta while others become unviable.

By removing the class system, I aimed to increase player freedom, diversity in deck-building, and long-term replayability, allowing for more dynamic and evolving metas.

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Expanding Card Types & Mechanics

To support a classless system, I introduced new card types and reworked existing ones:

  • Equipment (formerly Weapons): Instead of attaching to a Hero (which was removed along with classes), Equipment now attaches to Troop cards (minions), enhancing their stats and granting status effects. These buffs are temporary, as Equipment is destroyed after a set number of uses, resetting the Troop's stats.

  • Artifacts (New Card Type): Representing legendary items from the Masters of the Universe universe (e.g., Sword of Power, Havoc Staff), Artifacts replace the player’s Hero Power with new, unique effects.

  • Vehicles (New Card Type): Similar to Troops but cannot attack directly. Instead, they provide ongoing support effects like buffing allies or damaging opponents when tapped (activated).​

By introducing Equipment, Artifacts, and Vehicles, I expanded deck-building possibilities and ensured that players had multiple strategic options instead of being locked into predefined class mechanics.

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Why These Changes Matter

My approach to Battle for Eternia was guided by a primary goal: to give players more freedom and variety while maintaining strategic depth. By removing the class system and introducing new card mechanics, I allowed for deeper deck-building, more creative interactions, and fewer meta restrictions. This design philosophy not only modernized the CCG experience but also ensured the game felt fresh, innovative, and true to the MOTU universe.

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Card Gallery

Technical Collaboration

 

A substantial part of my role in Battle for Eternia involved working closely with our engineering teams to implement new features efficiently and effectively.

To kickstart each new feature, I would:

  • Organize planning meetings to align on design goals and technical feasibility.

  • Provide clear written documentation detailing the feature’s mechanics, expected behavior, and edge cases.

  • Showcase reference examples from other games (if applicable) to illustrate functionality.

  • Create flowcharts as visual aids to map out the feature’s logic, interactions, and user experience.

By maintaining open communication and structured documentation, I ensured that features were implemented smoothly, reducing ambiguity and streamlining the development process.

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Flow Charts.png
Flow Charts (1).png

Playtesting & Balancing

 

Ensuring a fun, fair, and competitive experience in Battle for Eternia required extensive playtesting and balancing iterations. As the Lead Game Designer, I spearheaded this process, working closely with internal testers and collecting quantitative and qualitative feedback to refine gameplay mechanics, cards, and overall game balance.

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Organizing & Conducting Playtests

  • Scheduled regular playtesting sessions, including internal team playtests and external focus groups.

  • Developed structured test plans, outlining key areas to evaluate (e.g., power level of new cards, game pacing, win rates of specific archetypes).

  • Gathered feedback from players and testers, identifying patterns in overpowered mechanics, underperforming strategies, and game flow issues.

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Gameplay Balance & Iteration

  • Analyzed win rates, usage statistics, and match data to detect dominant or underpowered cards and mechanics.

  • Adjusted card costs, abilities, and synergies to maintain meta diversity and prevent imbalance.

  • Ensured game flow and pacing felt engaging, preventing mechanics that led to stale or frustrating experiences.

  • Conducted A/B testing to compare balance changes before full implementation.

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Collaborating with Design & Engineering Teams

  • Worked with the engineering team to implement balance adjustments efficiently.

  • Coordinated with the art and UI teams to ensure any design changes were properly reflected in the game's visuals and UX.

  • Iterated based on live feedback and evolving meta trends, ensuring the game remained fresh and engaging post-launch.

Through rigorous testing and careful tuning, I helped shape a balanced and dynamic gameplay experience, allowing players to explore creative deck-building strategies while maintaining competitive integrity.

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Shamus Donaldson
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