World of Summoner

Tags: Team Collaboration Entrepreneurship Award-winning

Team Size: 8

Date: Feb. 2015 - Aug. 2018

My Role: Producer, Designer, Artist, and Company Founder

Company: Wuhan KBOOM Network Tech Co. Ltd.

Awards: - Third Place, Hubei Province Universities Creation Youth Student Entrepreneurship Competition (2016): 10,000 CNY (~$1,428).


An award-winning board game developed collaboratively by our team, which served as the core project for establishing our studio-sized company, the Wuhan KBOOM Network Tech Co. Ltd.

Sample Image
Sample Image

 

Board Game

WORLD of SUMMONER

 

World of Summoner is a board game blending strategy and murder mystery elements, developed and released collaboratively with my team. Designed for 3 to 9 players, each session lasts approximately 20 to 30 minutes. In the playing, players are randomly assigned to different factions and work toward their victory conditions through negotiation, resource management, and turn-based attack or defense mechanics. The game was successfully produced and sold in physical form in Wuhan city, with over 500 copies purchased.

 

Game Arts: The Card -- "连锁闪电" (Chain Lightning)

WORLD of SUMMONER


Project Beginning

The development and design of this game project were initially conceived and undertaken by me during my sophomore year in my spare time. My goal at the time was to apply and refine the game design and art skills I had been learning by creating a tabletop game. During the early stages of development, which included creating paper prototypes and game art, I recruited several classmates to collaborate on the project. Together, we successfully completed the first playtesting version of the game in 2016, making it available for trial use.

 

Game Arts: The Card -- "贸易" (Trading)

WORLD of SUMMONER


Burning the Midnight Oil

My team and I, as dedicated undergraduates with a passion for game design and development, approached this project with great enthusiasm and high expectations. Often, we worked late into the early morning hours after completing our regular coursework. During class breaks, we invited fellow students to playtest the game at the campus center, gathering valuable feedback. We held weekly discussions on design and development plans, frequently collaborating remotely from our dormitories to ensure steady progress.

 

Drawing the Game Arts.

Game Arts: Cards of World of Summoner.

WORLD of SUMMONER


Founding the Company

In the summer of 2016, we began promoting our board game on the Modian platform and launched a crowdfunding campaign to secure funding. Following the successful campaign, we established a studio-sized company, Wuhan KBOOM Network Tech Co. Ltd., to formalize the release and distribution of our game. To further promote the game, we produced a game trailer and partnered with over a dozen well-known game stores in Wuhan to host extensive playtesting sessions and gameplay competitions. These initiatives significantly boosted the game's visibility and garnered widespread attention within Wuhan that year.

 

Game Trailer Cuts

Photos of extensive playtesting and gameplay competitions.

WORLD of SUMMONER


Won Award

In late 2016, our game was invited by the Hubei Institute of Fine Arts for an on-campus exhibition and was subsequently recommended by the institute to represent them in the Hubei Province Universities Creative Youth Student Entrepreneurship Competition. Our team and the game ultimately secured third place in the competition, earning a prize of 10,000 CNY (pre-tax, approximately $1,428).

 

The Hubei Institute of Fine Art exhibited our game.

Project: World of Summoner

The Page Last updated: January 23, 2025

 
 

 

Shano Liang (she/her)

Email: sliang1 AT wpi DOT edu