1 dream
It only takes a single dream and a spark of inspiration
push someone to give their all in pursuit of their biggest ambitions.
Dream it
〰️
Dream it 〰️
Hello everyone, my name is Brandon, and I’m the creator of Pantheon War: Olympus. It’s been nearly a year since the game’s official release, but the journey actually started four years ago when I first began developing it. I wanted to write this blog to reflect on the progress I’ve made and to share the inspiration behind the game’s creation. I hope you enjoy this journey with me and perhaps even find your own inspiration along the way.
A little backstory
Before diving into game development, I worked as a pharmacist and took pride in helping people understand and manage their medications. However, after returning to my home country, I began to feel lost, as if my sense of purpose was fading.
Question that weighs
Questions began to weigh heavily on my mind:
What is my true goal?
What kind of legacy do I want to leave behind?
What if I made a serious mistake in my practice?
These thoughts became overwhelming, leading to struggles with my mental health. To distract myself, I started playing board games more often with my friends and family.
Then, one night, inspiration struck. A vivid dream filled my mind, sparking the foundation for my game. At 2 AM, I grabbed a notebook and began writing down ideas—the concept, the mechanics, and the core gameplay structure.
The idea that takes shapes
I decided to base the game on Greek mythology, specifically the powerful deities of the pantheon. Rather than designing a traditional board game, I opted for a card-based system. A major influence was Disney Villainous, a game where players take on the roles of iconic villains, each with unique victory conditions. However, I felt that individual goals might overcomplicate the game I envisioned, so I simplified it into a free-for-all elimination format.
A few days later, I shared my idea with a close friend, who not only encouraged me but also volunteered to test the game. I still remember his words:
"Yo bro, let me break your game, okay?"
At first, I was caught off guard—maybe even a little annoyed. But then, I realized something important:
"Why should I be defensive about my game being tested to its limits? Every great game goes through rigorous playtesting before release. In fact, games should be ‘broken’ and rebuilt stronger, like a phoenix rising from the ashes."
With that in mind, my answer became clear:
" Yes, please! "
Research
From there, I spent countless hours researching which mythical figures to include in the game. I eventually chose Zeus, Hades, Ares, and Poseidon as the first playable characters. Their myths were rich with stories, giving me plenty of material to integrate into the game. However, not all gods had enough lore to translate effectively into gameplay.
With my research documented, I began designing the mechanics and abilities in the form of cards. But before printing the prototype, I sought feedback from my friends to balance the abilities. After several discussions and revisions, I refined the game’s mechanics, ensuring everything felt fair and competitive. Once I finalized the verbal design, it was time to print the first prototype.
looking Ahead
Thank you for reading this blog on how and where the game actually come from. I will be writing another blog about the process of having my prototype and the testing phase soon. So do stay tune for it.