Game Description

The Final Dragon is a card game for 2 Players. Players must work together to defeat the last dragon in existence, but the Player who gets the last hit and defeats it, wins. Players will have work together, and against each other in order to win.


Development Overview

The Final Dragon is probably one of my favorite games that I have made so far, digital or analog. The game is great to just grab a buddy and play. I designed a lot of the game mechanics where it encourages/requires Players to work together, but at the same time, there are mechanics in place the encourage/require Players to work against each other, which leads to a very exciting gameplay filled with lots of betrayals and cooperation.

In order to win, the Player has to do the last damage to the Dragon, who starts out with fifteen. Every time the Player does damage, they get to take "Loot" from the Dragon (his Health Counter) that are actually cards and adds them to their hands, giving a reward for Players deciding to weaken the Dragon. This also encourages the opponent to attempt to stop the other Player at any point in order to prevent them from getting a particularly strong weapon or armor.

This game obviously borrows a lot of concepts from Munchkin (the work together/don't work together style of play), but I've simplified a lot of it to really allow the Players to get right down to the core of the gameplay. This is a project that I plan on modifying greatly to turn it into a party game like Munchkin as everyone who has played it thus far have asked for multiple players.



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The Final Dragon

  Contact Information:

Jonathan Gregoire - Game Design


July 2020

Started at Ready at Dawn as a Senior Level Designer on an unnanounced project.


March 2020

Last days at Naughty Dog working on The Last of Us Part II.


September 2019

Shipped the Last of Us Part II press demo level "Patrol".


May 2018

Started working at Naughty Dog as a Contract Single Player Level Layout Designer on The Last of Us Part II


December 2017

I started doing contract work for a start-up company called MyPad3D that focuses on VR experiences for corporate products.


More interestingly, I have begun to prototype my own card game on the side and have been volunteering with Sunbreak Games on an unannounced product.


July 2017

With a heavy heart, E-Line Media has shut down the Seattle studio, laying off everyone including myself. I am currently looking for new opportunities.


November 2016

Began working at E-Line Media again as a Level Designer on an unannounced and untitled game.


October 2016

Updating my website to reflect the work I did on the Forest Song with Colabee Studios. Unfortunately due to funding issues, I am no longer with them, so I am currently looking for new opportunities.


December 2015

Lots of new stuff since I last updated. Added in a short comic I made called Old Debts. Also have put up information about my role(s) on Never Alone and Never Alone: FoxTales.


January 2015

Promoted to Lead Designer on Never Alone: FoxTales at E-Line Media.


Summer 2014

Graduated Digipen as a BAGD and with a Cum Laude. Started working at E-Line Media as a Level Designer.


March 2014

Uploaded a new Beta build of Chained. Also just put up the old builds of the game for anyone interested in our very quick process and progress.


January 2014

I recently wrote a paper that was published for the IGDA about the benefit of Paper Prototyping. You can read it at this following link:!

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© Jonathan Gregoire - Game Design