Starting a Run
Starting a Run
Starting a Run

One of the core features of Doomspire is allegiances. Allegiances give players an intuitive progression system themed around archetypes. Each allegiance has unique powers, passives, a starting deck, as well as unlockable cosmetics.

One of the core features of Doomspire is allegiances. Allegiances give players an intuitive progression system themed around archetypes. Each allegiance has unique powers, passives, a starting deck, as well as unlockable cosmetics.

One of the core features of Doomspire is allegiances. Allegiances give players an intuitive progression system themed around archetypes. Each allegiance has unique powers, passives, a starting deck, as well as unlockable cosmetics.

Iteration and User Flows
The allegiance system went through numerous iterations. Each iteration involved breaking down specific player flows so that all team members could fully understand the intent. Some of the original approaches involved the player selecting a "hero", but we ultimately went with allegiances, separating the player's character as a cosmetic option.

Iteration and User Flows
The allegiance system went through numerous iterations. Each iteration involved breaking down specific player flows so that all team members could fully understand the intent. Some of the original approaches involved the player selecting a "hero", but we ultimately went with allegiances, separating the player's character as a cosmetic option.

Iteration and User Flows
The allegiance system went through numerous iterations. Each iteration involved breaking down specific player flows so that all team members could fully understand the intent. Some of the original approaches involved the player selecting a "hero", but we ultimately went with allegiances, separating the player's character as a cosmetic option.
Braving the Depths
Braving the Depths
Braving the Depths

The core loop of Doomspire revolves around delving as deep as possible. Each depth is procedurally generated with unique arenas, bosses, and rewards.

The core loop of Doomspire revolves around delving as deep as possible. Each depth is procedurally generated with unique arenas, bosses, and rewards.

The core loop of Doomspire revolves around delving as deep as possible. Each depth is procedurally generated with unique arenas, bosses, and rewards.

Each boss has a set of reward tokens they will drop. Players have agency over choosing a boss based on desired rewards. Some rewards have specific allegiance types, further incentivizing players that are chasing a specific deck build.

Each boss has a set of reward tokens they will drop. Players have agency over choosing a boss based on desired rewards. Some rewards have specific allegiance types, further incentivizing players that are chasing a specific deck build.

Each boss has a set of reward tokens they will drop. Players have agency over choosing a boss based on desired rewards. Some rewards have specific allegiance types, further incentivizing players that are chasing a specific deck build.
Fight!
Fight!
Fight!
When challenging a boss, players pick their starting hand and begin the battle. Players utilize mana and manage passives, power cards, and unique synergies to outplay and defeat the enemy.

Passives
Passives are a key element of Doomspire. Both the player and the boss can have numerous passives. The HUD supports multiple rows of passives. The passive icons have unique animations that play when the passives are triggered, reinforcing player knowledge.

Passives
Passives are a key element of Doomspire. Both the player and the boss can have numerous passives. The HUD supports multiple rows of passives. The passive icons have unique animations that play when the passives are triggered, reinforcing player knowledge.

Passives
Passives are a key element of Doomspire. Both the player and the boss can have numerous passives. The HUD supports multiple rows of passives. The passive icons have unique animations that play when the passives are triggered, reinforcing player knowledge.

Combat Log
When learning a new card game, it's important for players to understand what happened each turn. We wanted to ensure players had access to a combat log to view cards played and cards destroyed each turn.

Combat Log
When learning a new card game, it's important for players to understand what happened each turn. We wanted to ensure players had access to a combat log to view cards played and cards destroyed each turn.

Combat Log
When learning a new card game, it's important for players to understand what happened each turn. We wanted to ensure players had access to a combat log to view cards played and cards destroyed each turn.
After each boss defeat, players receive a snapshot of their allegiance progression gains and boss loot. For this experience, as well as the boss introduction and other transitions, we built in click to skip functionality so experienced players can progress quickly.
The Merchant
The Merchant
The Merchant
After each boss defeat, players visit the toad merchant. The 3 tokens viewed in the boss selection experience are now able to be exchanged for rewards. Rewards range from new passives, power cards, card sets, health potions, and more. Each reward type offers players choices, as well as re-rolls, to promote build crafting. During our rounds of alpha playtests, we found that players needed a bit more instruction when visiting the merchant. So we added some subtle calls to action throughout the experience, reinforced by voice lines depending on the chosen token.

Making it work
I was heavily involved with implementation on every UI experience within Doomspire. This is an example of the UMG side of things for the merchant, including animations. Throughout the project I worked with blueprint logic, animation, and materials, always striving to ensure optimization and clarity.

Making it work
I was heavily involved with implementation on every UI experience within Doomspire. This is an example of the UMG side of things for the merchant, including animations. Throughout the project I worked with blueprint logic, animation, and materials, always striving to ensure optimization and clarity.

Making it work
I was heavily involved with implementation on every UI experience within Doomspire. This is an example of the UMG side of things for the merchant, including animations. Throughout the project I worked with blueprint logic, animation, and materials, always striving to ensure optimization and clarity.
Design System
Design System
Design System

I constantly maintained a central library of components, font styles, color styles, etc. as the project grew. Each component within Figma had numerous options and states to represent all the various gameplay needs.

I constantly maintained a central library of components, font styles, color styles, etc. as the project grew. Each component within Figma had numerous options and states to represent all the various gameplay needs.

I constantly maintained a central library of components, font styles, color styles, etc. as the project grew. Each component within Figma had numerous options and states to represent all the various gameplay needs.










