Printer Update!

August 11, 2019August 11, 2019

SQUEEEEEE – we’re getting so, so close now! Check out these pics of the game before it gets shipped to our secret lair in North Carolina. We can almost smell the ink! One thing you can see in these photos is the plastic insert in each set’s box. We added slots to let you organize […]

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How To Design Super Powered Smash Masters – Part 5 of 5

July 21, 2019July 21, 2019

Step 5: Know John O’Neill (the birth of Dark Unicorn Games) John is the crucial third leg of our Dark Unicorn tripod, and without him, we’d fall down. Like Ben and I, John is a multi-class adventurer. He’s a hyper-intelligent game programmer as well as a seasoned entrepreneur and business tycoon. All absolutely vital skills […]

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How To Design Super Powered Smash Masters – Part 4 of 5

July 20, 2019July 25, 2019

Step 4: Know Ben Lichius Wanna make a game like Super Powered Smash Masters? Befriend Ben Lichius as quickly as possible. No, really.  Ben Lichius is the art director at Dark Unicorn Games. Our company was established in 2016, but we’ve actually been working together off and on since around 2000 AD (gulp), which means… […]

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At the Printer – Update!!

July 19, 2019July 19, 2019

We just received an amazing email from our printer and it has us literally dancing with excitement! For your sake’s, we’re glad you can’t see that, but you can see this: Oh, it’s happening folks!!! We’ll keep the updates coming. And if you haven’t already, be sure to Pre-Order the game. Both sets are available. […]

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How To Design Super Powered Smash Masters – Part 3 of 5

July 13, 2019July 12, 2019

Step 3: Prototyping After I had identified a few different card categories, I jumped into Photoshop and put together some prototype cards so I could print them up and test ‘em out.  I like to get to the testing part as quickly as possible. I have this vision developing for the game, and I’m impatient […]

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How To Design Super Powered Smash Masters – Part 2 of 5

July 6, 2019July 5, 2019

Step 2: The Concept I’ve been a game designer for twenty-five years. I’ve made card games and PC games and mobile games, console games, VR games, role-playing games, puzzle games, cheap casual games and AAA hardcore games. And I can tell you that there’s one tried and true method that game designers most often use […]

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