Alex Kretov's profile

Sefirot Shards - Collectible Card Game

Senior UX/UI. Led the UX/UI design throughout the entire development cycle.
Sefirot Shards draws inspiration from MMOs, Single Player RPGs and competitive mobile games.
Faced with the UX/UI challenge of translating classic RPGs' dense web of interconnected, number-based systems and mechanics, I focused my design strategy on presenting a wealth of information in a digestible, easy-to-navigate manner.
Players spend much of their time exploring locations and completing quests. My primary aim was to present information in a compact and unobtrusive manner, ensuring the player's focus remains on the immersive environment and the tasks at hand. The anchored HUD elements use simple dark gradients instead of solid color shapes for a less intrusive visual effect.
Finally, at the heart of the gameplay lies the intricate card battle system. This area of the game proved to be one of the most challenging components of the project, incorporating various effects like buffs, debuffs, and status effects across cards, units, and squads. A key challenge was balancing the display of this complexity to create a strategic experience without overwhelming the player
This is the player's hub for managing squads, upgrading decks, and accessing unit parameters – an integrated, intuitive package for all deck-building and upgrading needs, designed to simplify the strategic process.
Early collection screen designs experimented with a nostalgic 'paper' material style, emulating the look and feel of classic card collecting. Later we redesigned it with a modern look that prioritizes clarity and ease of navigation, ensuring a smooth user experience.
Sefirot Shards - Collectible Card Game
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Sefirot Shards - Collectible Card Game

Published: