Chroma: Bloom and Blight is a TCG (Trading Card Game), and the client wanted us to design the game, its features, as well as design the Kickstarter campaign. Extensive research was conducted to study similar gameplays, based on which UX planning and user flows were created. We also designed the card frames, the arena for the game, as well a video tutorial and trailer.
From the Kickstarter campaign, our clients were able to raise more than 100,000 Euros in a span of approximately 25 days.
We joined in on this project when the game was in its ideation phase. The storyline was set, the world was curated, and characters were defined – by the way, the creativity and attention to detail impressed us so much!
Chroma: Bloom and Blight is set in Arholt, created by the God Beast: Jaekka. For many years, everything in the world was peaceful, until Jaekka disappeared. The game tells the story of how Arholt and its people are impacted by the disappearance of Jaekka, as well as the introduction of magic.
Our role in this project was designing the game, the card frames, as well as designing and executing the Kickstarter campaign upon which the game depended for funding. It’s safe to say, we were more than excited to take on this challenge.
Research
To fully understand the game and execute its design in the most optimized manner, we spent a generous amount of time in the research phase. We explored similar games (read: spent hours playing it in the name of ‘research’), understanding the flow and the gameplay to get acquainted with what works and what does not. We also conducted research on player behaviour in similar titles and genres.
Next, we prioritized our research to focus on the game’s unique features, storyline and characters to get a better understanding on how we should present the game design.
UX Planning
After intricately studying the major titles in the game, we developed user flows for various scenarios. The user flows were designed to ensure that every aspect of the game was accounted for and placed within the user flow for a seamless user experience. For greater efficiency during this process, we created a priority system to separate core elements from the wishlist features to place them accordingly.
Card Designs
We created the card frames, starting with the initial blueprint. The cards were to represent 4 different types of Mana - energy - which we depicted by the use of different colours. Each card also displayed its attack value and health value.
Arena Design
The blueprint of the arena was designed after conducting extensive research on player behaviour in similar titles and genres.
Visual Design
Once the user flow and wireframes were finalized, we then converted the screens to high-fidelity designs, keeping in mind that the developers will have to process asset exportation. Each screen was dissected and described in detail to ensure nothing was lost in translation, and that the development team can replicate the designs as perfectly as possible.
Animations
To further enhance user experience during the game, we went back and thoroughly examined the entire design, creating smaller animations where needed.
Videography
We were also responsible for creating a tutorial, highlighting all the elements necessary to learn how to play the game, which required explainer infographics as well.
Furthermore, we designed and executed the release trailer, announcing the game to the world. All visual parts which weren’t hand-drawn animations were recorded in engine.
Once the design phase was completed, we then moved onto assisting the marketing phase on Kickstarter. Since their game was dependent on funding, we ensured that the kickstarter campaign was intricately designed, highlighting the game’s unique features to generate funds.
Campaign Design