Edmonton designer blends augmented reality into new card game
An Edmonton-based game designer has introduced a new card game that combines traditional social play with modern technology, aiming to refresh how people interact during group activities. The project began as a personal effort to create a shared experience among friends, evolving over time into a commercially viable product that uses augmented reality to deliver its core gameplay.
The creator, Ryan Stewart, started developing the concept while searching for new ways to enjoy casual social games. During his college years, he and his friends frequently experimented with party games and group activities designed to spark humour and interaction. Over time, however, those games lost their appeal, motivating Stewart to explore an idea of his own that would keep the experience feeling fresh and unpredictable.
Rather than relying on fixed instructions printed on cards, Stewart focused on a format that allowed players to generate prompts and challenges for one another. Early versions of the game involved cards that physically opened, enabling players to write their own dares and tasks. While this approach encouraged creativity, it also introduced practical limitations, as repeated use quickly wore down the materials and reduced replay value.
To solve that problem, Stewart began experimenting with augmented reality, commonly referred to as AR. This technology allows digital content to be layered over real-world objects when viewed through a smartphone or similar device. By shifting the prompts from physical cards to a digital format, the game could remain reusable while still preserving the surprise element central to its design.
The final product, titled Katzenjammer, integrates AR by concealing challenges on the cards until players scan them using a dedicated mobile application. This approach keeps the physical components clean while allowing an almost unlimited number of prompts to be delivered digitally. The blend of tangible cards and smartphone-based interaction creates a hybrid experience that bridges traditional tabletop gaming and mobile entertainment.
Experts in digital media note that augmented reality is already present in many aspects of everyday life. Mike McCready, associate dean of the school of media at Northern Alberta Institute of Technology, points out that AR is widely used across industries such as transportation, skilled trades, and service work. Navigation tools like Google Maps already employ overlays that guide users with visual cues layered onto real-world views, making the technology familiar even to those who may not recognise it by name.
In entertainment, AR has also found a strong foothold, particularly in gaming. Mobile titles such as Pokémon Go have demonstrated how digital elements can interact with physical spaces, attracting a broad audience beyond traditional gamers. These examples illustrate how AR can enhance engagement without completely replacing real-world interaction.
Despite its growing presence, McCready suggests that augmented reality remains a developing field. While it is increasingly visible, it has yet to become a standard feature across all forms of media and daily activity. Continued experimentation and diverse applications are expected to play a key role in determining how widely the technology is adopted in the future.
Katzenjammer represents one such application, using AR not as a novelty but as a functional solution to a design challenge. For Stewart, the project reflects a broader philosophy about game development. He believes that enjoyment should remain at the centre of any creative effort, regardless of the technology involved. By focusing on whether a game is genuinely fun to play, he hopes to encourage other aspiring designers to pursue ideas they find personally meaningful.
Through its combination of social interaction and digital innovation, the game highlights how emerging technologies can be used thoughtfully to enhance familiar experiences. In doing so, it offers a glimpse into how traditional forms of play may continue to evolve alongside advancements in interactive media.








