Parallel TCG was originally designed as a predominantly 2D experience, but as the game evolved, the team recognized an opportunity to bring its visual presentation closer to the immersive 3D environments established by other games in the genre. The decision was made to transition the existing game into a fully realized 3D experience within an ambitious nine-month development window.
One of the earliest challenges was adapting a game originally built around an orthographic camera to a perspective-based 3D environment. This shift introduced significant technical considerations, particularly around gameplay interactions, positioning, and the integration of existing 2D UI elements. I developed an initial prototype of the 3D playing field, providing the engineering team with a foundation for implementing and testing gameplay interactions. I also worked closely with an Environment Artist to iteratively refine and optimize the playing field, balancing visual fidelity with the performance requirements of mobile hardware.
Another major challenge was bringing the Art Director’s visual direction to life within Unity. Using aspirational animation sequences as a reference, I was responsible for translating the intended camera movements, lighting, and visual effects into a functional, optimized real-time experience. This involved combining DOTween animations, particle systems, and Unity’s Playable Director to coordinate 2D UI animations with the new 3D environment, creating a cohesive and cinematic introduction to the playing field.
The result was a polished, performant 3D playing field that established the visual and technical foundation for the game’s new direction. This initial implementation also served as a template for expanding the experience across Parallel’s existing factions, providing a consistent framework for future environment development.