SYSTEM DESIGN · UNITY / C# · TEAM PROJECT

OMERTA

A 2D narrative card-strategy game about running a crime family in 1920s Prohibition-era New York.

OMERTA gameplay and menu interface

OVERVIEW

High Concept

Build a criminal organization through cards, limited time, and difficult relationships. Every job or event asks the player to commit the right people and items while accepting the consequences.

ROLE Systems Designer
C# Developer
Project Lead
TEAM 4-Person Team
ENGINE Unity / C#
DURATION 6 Weeks

GAMEPLAY OVERVIEW

OMERTA uses four card types—Task, Event, Character, and Item—within a time-based decision system. Players assign characters and items to resolve activities while managing limited time, attributes, and potential consequences.

OMERTA Gameplay Guide showing card types, time management, attributes, tasks, events, characters and items

SYSTEM DESIGN

OMERTA event card showing multiple ways to resolve the same event

Multiple Resolution Paths

The same Event can be resolved in different ways depending on the Characters and Items the player chooses to commit. Each approach carries different requirements, costs, and consequences, turning card assignment into a strategic choice rather than a single correct solution.

Time & Decision Economy

Tasks and Events exist within limited time windows, while player actions consume time. Choosing an action that extends beyond an Event's remaining window can cause that opportunity to expire, forcing players to weigh immediate rewards against what they may lose while time advances.

OMERTA time system showing an event expiring when another action exceeds its remaining time window
OMERTA Attribute Risk System showing Reputation, Violence and Loyalty

Attribute Risk System

Reputation, Violence, and Loyalty act as conditions for Events rather than simple progression bars. Different attribute values can unlock or block opportunities and change which situations the player encounters, making character development part of the game's risk-management system.

DESIGN ITERATION

The original interface displayed Event information alongside the moving cards. During playtesting, this caused the information panel and cards to visually compete with each other and made the screen difficult to read. The final design moves detailed card information into a fixed panel at the bottom of the screen, creating a more stable information hierarchy. Playtesting also showed that players could forget previously encountered Events, so a Collection was added in the lower-left corner to let players review unlocked cards and their story information.

Early OMERTA interface with information panels following cards
Before — Early Interface

Event information followed the cards, causing UI elements and cards to compete for visual space.

Final OMERTA interface with fixed information panel and Codex
After — Final Interface

Card details were moved into a fixed bottom panel, while a Collection was added for reviewing unlocked cards and story information.

PLAY OMERTA

The current playable demo ends on Day 5.