USC Games · Advanced Games Project · 2026
The Prologue

Lovecraft has trapped the great horror authors to feed on their imaginations. Poe is the last one still free, and the Literary Battle between them is where the game opens.

Anthony Alvarez · Creative Director

The demo is our USC Advanced Games Project build, free to play now on Itch.io. Masterworks Studios, a small team carrying the project forward, is continuing development on the full Steam version, with beta cohorts opening throughout 2027.

IThe Game

Masterworks of Horror is a real time card game I created and led as creative director, built with a team of more than 55 people. You draft a deck from the great horror authors, Poe, Lovecraft, Shelley, Stoker and more, then face another player live in a Literary Battle, reading the board and answering their moves as they happen. The Prologue is the first piece of it we sent out into the world.

The core idea was mine, and it was simple. Take the depth of a real card game, let it breathe inside fast, live play instead of turns, and set the whole thing in a horror world we already loved. Watching a team turn that pitch into something you can actually play was the honor of a lifetime.

Masterworks of Horror gameplay in motion
A match in motion. Cards play, move, and clash in real time.
I

Big plays should feel big

When a Fabled card hits the board it should land hard, and your opponent should feel it from across the table. I never wanted power you had to squint to notice.

II

True to the authors

I grew up on these writers, so I cared more about honoring them than leaning on shock and gore. I wanted the world to feel familiar to a lifelong horror fan and still welcoming to someone seeing it for the first time.

III

You can always read the board

In a live match there is no time to stop and study what happened. So we made the art, the UI, and every effect work together to keep it clear what is going on, even when things get loud.

IIOn the Board

A few moments from a real match, on the phone build players sat down with at our booth.

Title screen
The title screenTouch to begin.
Act I gameplay
Act ISettling into the board.
Act II gameplay
Act IICthulhu awakens.
Victory screen
VictoryA Masterwork destroyed.
Deck building
Building a deckYour own Masterwork.
Wide gameplay
Mid battleTwo authors, one board.
The Premise

A quiet, dangerous Literary Battle

Lovecraft has bound the great authors of horror and leans on their work to feed his own. Poe is the only one still free. The Prologue opens on their Literary Battle, and on the question the whole game is built around, whose stories win.

IIIMy Part in It

What I brought to it

I created Masterworks of Horror and led it as creative director. That meant setting the vision, then doing everything I could to help a team of 55 people make it real. Here is the honest shape of it.

  • It started as my pitchI wrote the premise and the world, the trapped authors and the Literary Battle at the heart of it, and I owned that vision from the first pitch to release.
  • Designing the cardsI designed cards with the design team, driving the text and mechanics, the keywords and interactions where the strategy actually lives.
  • Steering the art with the leadsBee Wynne and Lucas Delgado led the art team and owned its direction. I set the creative pillars and kept the look true to the world, but the visual identity is theirs and the team's.
  • Keeping it one gameWith 55 people across many disciplines, the vision needed a single point of truth. I was the reference every discipline checked against, so the game held together as one thing.
  • Driving it to shipAt every milestone I pushed us toward something real and playable rather than a wish list. That is how a pitch becomes a build you can hand to a stranger.
  • Sharing itI represented the game in public, at GDC and the USC Games Expo, in the trailer, and on its Steam page.
Bring your favorite stories to life using the works of legendary horror authors, and become the genre's greatest wordsmith.

The Prologue is the first slice of that, a focused set of cards, the core real time Literary Battle, and the feel of the bigger game I want to make.

IVWhat I Learned

More than anything, this game taught me how to lead people toward a single vision.

To hold the vision firmly and the details loosely. The best ideas were often not the ones I walked in with, and making room for them made the game stronger every time.

That directing is service. My job was to get 55 talented people to their best work, not to do it for them, and that turned out to be the part I am proudest of.

How a game actually gets made, the slow and patient middle where a pitch quietly becomes something you can hold in your hands.

How much it means to watch a stranger pick up something you imagined, sit with it, and grin.

It was an honor to see this vision come to life, and a gift to have built it with the people I did.

VThe Cards

The Masterworks card library features over 120 cards. Here are some of my personal favorites, based on our three featured archetypes.

Keywords on these cards

Every card is built around keywords, the rules text that drives how it behaves. Tap any card to read its full card text up close. Here is what each keyword above does in a match.

Card art from Masterworks of Horror, made by the art team led by Bee Wynne and Lucas Delgado, with my input.

VIIn Person

Sharing it in person was the best part of the whole year.

Our booth at GDC
Game Developers Conference

Our little library on the show floor

We built a haunted bookshelf, hung a Cthulhu and a few ravens, and let strangers sit down to play at GDC. Watching people lean in is something I will keep with me.

The team at GDC
The team

The people who made it

A few of us at the booth.

We also brought it to the USC Games Expo, the program's public showcase and one of the most watched stages in student game development, and got to share it with players, families, and friends. You can find the game on the 2026 Expo page.

VIIThe Road to the Prologue

One pitch, a year of work, and a gentle march through every milestone the program puts in front of you.

01

Pitch

The concept was pitched for USC's Advanced Games Project, a real time card game built from the legacies of horror's great authors.

02

Greenlight

The pitch was chosen, a team formed around it, and pre production began.

03

First Playable

The core real time Literary Battle came online, with online multiplayer, card placement and combat, and an early mobile build.

04

Vertical Slice

Three battle acts, a custom deck builder, and the first wave of art and audio brought the loop to life.

05

Alpha at GDC

Full Poe, Lovecraft, and Trapped decks went into a booth build we ran on the floor at the Game Developers Conference.

06

Beta

Tutorials, a kinder single player opponent, and a lot of polish landed for a cross platform beta on PC, Mac, and mobile.

07

Prologue and Expo

The release candidate proof of concept arrived on Steam, and we got to show it to the public at the USC Games Expo.

VIIILeadership and Credits

This page lists the leads and senior roles only. It is not the full team.

Masterworks of Horror was made by more than 55 students and volunteers across every discipline. The whole team is credited in full inside the game, and it would not exist without every one of them.

Direction and Production

Anthony Scott AlvarezCreative Director
Josiah HerfurthLead Producer
Bee WynneArt Producer
Mike LeynePublishing Coordinator

Design and Narrative

Daniel AcevedoLead Narrative Designer
Miles GonzalesCo Lead Designer
Jack Desmarais-HarrisCo Lead Designer

Engineering and Tech

Zhixuan XiaoLead Engineer
Cooper YangTechnical Director, UI Lead

Art

Lucas DelgadoArt Director
Athena MengLead Artist
Emma TrzupekTech Art Lead

Audio

Aaron CuiAudio Lead
Isaia BresolinLead Composer

Quality, Usability and Marketing

Yuhao ChenQA Lead
Louis MullarkeyQA Lead
Tielong TangeleihUsability Lead
Akash GudiMarketing Lead
Contact

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