I would like to thank all of those folks that worked on DC and helped to bring it to life. A special thanks to my friends and family for showing their support throughout the years. May we have many more years ahead.

 

Credit for Artwork

A special thanks to those artists that devoted their time and efforts to allow DC to come to life:

Alex Li
Amy Cater
Brian Curtis
Not available.
Claudio Pozas
Daniel Alexander
David Bezzina
Falk Hansel
Jared von Hindman
Jennifer Duczmal
Not available.
Jey Legarie
Not available.
Kira Santa
Lauren K Cannon
Manny Vega
Mikael Dupuy
Neil LaPointe
Nicolas Tribehou
Priscila Fernandes
Ricardo Boronat
Not available.
Simon Buckroyd
Steve Brigantino
Vanessa Walsh

 

Credit for Rules Work

A sincere thanks to the testing team and those that worked on the game design and rules:

Amy Cater
Echo team testing.
Bowah Leung
Beta team testing, event organizer at GenCon 2010.
Brian Modreski
Impromptu testing.
Evelyn Rodriguez
Echo team testing & rule book formatting.
Jey Legarie
Concept and game design.
Mark Borer
Beta team testing.
Raf Brusilow
Beta team testing.
Rick Baarda
Echo team testing.
Shui Yik Au
Beta team testing.

 

Credit for DC Adventures

A special thanks to Rich Morris on the DC web comic DC Adventures. You can follow his other works here: comixblog and yafgc.

 

Special Thanks

Special thanks to Steve Brigantino of sbdesigns.ca and Robert Yearwood for their additional work on the website.

 

About Us

Gifted Vision began purely as a graphic design and animation freelance company in 1996 when I moved to Toronto Ontario. I was working full time at the time and doing freelance work on the side. Almost immediately I found that I wanted to mold a fantasy world on my own and bring it to the market, and thus was born Dungeon Crawler.

Dungeon Crawler began as a video game concept in 1996, evolved in to a table top game in 2000 and eventually came around to a collectible card game concept in 2007 - all were designs of a specific fantasy world that stuck with the name Dungeon Crawler. Knowing what you want to make is one thing, finding the right medium to deliver that idea is a different animal entirely.

Once I had decided to push forward with the CCG medium, it all started to fall in to place. The original idea was simple; a ccg where someone could play solitaire or competitively. The concept seemed simple enough, but pulling off something that could be fun for both versions of play could be tricky. Using Solitaire as a model I moved forward with the idea that if this could work for 1 player, this could work for multi-player.

The first draft of the rules required a major overhaul after a full year hiatus. The rules were challenging, but very complicated and therefor a hard sell. The game needed a big change in the direction of simplification - and therefore "fun". I re-examined how I wanted the game to work overall, while maintaining the flavor of the Dungeon Crawler world I had been developing over the years. It came time to cut out all of the complications (like Soul Points and commonly used multiplication formulas)... and viola! A few changes here, and some testing there... the basic concept was still intact, and even though the rules weren't following the table top version to the letter, the essence was still there and I had a version of the game that I liked.

It has been a long road for me, and I hope that this game brings years of entertainment for those trying it out. I would also like to thank those of you trying it for the first time for giving it a chance to win you over.

- Jey Legarie
Gifted Vision

 

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