Soul of Ankiril (SoA) is a strategic, free-to-play collectible card game set in the fantasy world of Ankiril. Originally developed as a tabletop game, tambù has adapted it into their first mobile game, aiming to preserve the core excitement and the essence of the physical game in a digital format.
Despite our commitment and dedication, the mobile game did not achieve the success we had hoped for, leading us to the difficult decision to quit that version and rethink it as a roguelite PC game, currently in development.
I managed the information architecture and user flows of the game, transforming the game designer's directives into clear wireframes and prototypes. Collaboration with the art direction team to create UI assets. Additionally, I organized interviews with beta testers to refine the gaming experience.
I managed the information architecture and user flows of the game, transforming the game designer's directives into clear wireframes and prototypes. Collaboration with the art direction team to create UI assets. Additionally, I organized interviews with beta testers to refine the gaming experience.
32 years old, Computer Scientist. A gamer for many years, he has always appreciated games that stimulate him mentally and, due to his competitive nature, he always seeks challenges with other players. In the past, he used to spend many hours playing Magic the Gathering and Hearthstone.
25 years old, student. A fan of anime and manga, she is quite familiar with the world of video games, particularly enjoying monster collectors and graphic adventures. She is very interested in the storyline and character design present in games. Her favorite Pokémon is Torchic.
Upon joining the team, I found that the main player targets —Killers and Explorers— had already been outlined in the design document based on Bartle's taxonomy. Starting from this, I crafted detailed personas by researching their behaviors and motivations, which guided our game's feature development to effectively engage these key audiences.
Based on the gameplay flow described in the design document, I created an initial flowchart detailing the game screen sequences. This flowchart served as a blueprint for developing the user interface, ensuring a logical and intuitive navigation path for players.
Alongside the development of flowcharts, I create wireframes to map out the structure of each screen or in-game event, ensuring that I include all essential features and functionalities, and identifying any particular cases.
The game board is made up of hexagonal tiles, a common feature in tactical games. However, it is designed vertically, which has a significant impact on the overall experience.
Typically, card and strategy/tactical games are played horizontally. However, to stay true to the original game, this vertical setup was maintained. This decision resulted in easier user interaction but also increased complexity, as it required fitting numerous strategic elements and information into a field that occupies most of the interface.
Additionally, the use of bright, characteristic colors in the game's setting creates a visually intense battle screen, which required numerous trials to ensure both readability and aesthetic appeal.
The game board is made up of hexagonal tiles, a common feature in tactical games. However, it is designed vertically, which has a significant impact on the overall experience.
Typically, card and strategy/tactical games are played horizontally. However, to stay true to the original game, this vertical setup was maintained. This decision resulted in easier user interaction but also increased complexity, as it required fitting numerous strategic elements and information into a field that occupies most of the interface.
Additionally, the use of bright, characteristic colors in the game's setting creates a visually intense battle screen, which required numerous trials to ensure both readability and aesthetic appeal.
In the game, the cards are divided into two main categories: Creatures and Spells. Motivated primarily by aesthetic considerations and a desire for immediacy, we made the deliberate decision to clearly distinguish creatures from spells. However, when it comes to the card structure itself, our main focus was on ensuring readability and providing comprehensive information, all while still showcasing the illustrations. To manage the inherent complexity, we implemented maximum character count and text size limits within the card. Additionally, we introduced a tooltip feature that allows players to access the meanings of specific keywords by pressing and holding the respective keyword.
In the game, the cards are divided into two main categories: Creatures and Spells. Motivated primarily by aesthetic considerations and a desire for immediacy, we made the deliberate decision to clearly distinguish creatures from spells. However, when it comes to the card structure itself, our main focus was on ensuring readability and providing comprehensive information, all while still showcasing the illustrations. To manage the inherent complexity, we implemented maximum character count and text size limits within the card. Additionally, we introduced a tooltip feature that allows players to access the meanings of specific keywords by pressing and holding the respective keyword.