MythReal
art direction · creative systems · generative pipeline

- Problem
- Most RPGs hand you a class and put you on its rails. MythReal does the opposite — a character is defined entirely by which of 20 tech trees they invest in. Removing classes removes the scaffolding that keeps a system legible, so the real work is replacing that scaffolding with cleaner math and a tighter economy. I've been designing it for about four years.
- My role
- Sole designer, developer, and art director. The ruleset, worldbuilding, visual identity, and digital tooling are all mine — and they have to agree with each other.
- Craft
- Twenty curated tech trees instead of classes, modifier-only attributes, and a fixed action-point economy — 5 AP a turn, a 2 AP bank cap, and a spike mechanic where banking AP unlocks decisive abilities. Every tuning choice traces to one unit: 1 AP ≈ a second of focused effort ≈ a d6 of effect. A two-register visual language carries the world: hand-drawn parchment for maps, diagrams, and seals; cinematic painting for scenes and characters. Maps are generated as a base, then finished by hand in Affinity. A repeatable prompt pipeline drives both the art and the tooling — including a Claude Code–built auto-battler that generates characters from the real rules and runs automated combat in a battle log.
- Outcome
- A locked v0.5 spec, iterated through public alpha across several versioned releases; a coherent identity that scales to future modules; and working tooling that runs on the genuine ruleset.
- Link
- mythreal.app ↗
the design output

Primary wordmark

Key art — Burny's chamber

Character study — Blob Marley

Field study — dragon anatomy

Location map — Teaminton