MoonLabs · Game Studio

Designing game systems at different stages of maturity.

At MoonLabs I worked across two games with very different product challenges. Dobro Goranku was a new trading card game moving toward its first playable release. Devikins was an established game being reconsidered after years of accumulated systems, navigation and narrative complexity.

My work ranged from visual assets and production-ready MVP interfaces to information architecture, UX flows and broader product concepts grounded in the world structure of the games.

Two products · One studio

Different stages require different design decisions.

Existing product · Redesign concept · Not shipped

Devikins

Rethinking the world structure, navigation and player journeys of an established game.

Explore Devikins ↓

New product · MVP shipped · October 2025

Dobro Goranku

Creating the visual foundation and interfaces for the first playable release of a trading card game.

View Dobro Goranku case →

01 · Existing product redesign

Devikins

Redesigning an existing world through UX.

Concept direction · Not shipped

Devikins had already been available for several years when I joined the redesign effort in early 2026. The challenge was not to create a new game from scratch, but to reconsider how its accumulated systems, navigation and world structure could work together more coherently.

I worked on the product concept, information architecture, world structure and UX direction as part of the MoonLabs team.

01

Industry, commerce and adventure

The Root Market

Market · Forge · Inventory · Combat

The roots gathered systems related to resources, equipment, trade and external adventures.

02

Community and leadership

The Great Trunk

Roster · Team · Task Board

The trunk organized character management, team preparation and the activities connecting citizens and players.

03

Growth and creation

The Branches of Life

Nursery · Procreation

The living branches represented origin, growth and the creation of future generations of Devikins.

04

Mystery, faith and the Void

The Crown of the Mintree

Rituals · Wicked Well

The crown grouped spiritual progression, transformation and unpredictable interactions with the Void.

Existing product context

A world with many systems, but no single mental model.

Over time, Devikins had accumulated destinations, events, progression systems, resources and shortcuts. The existing hub exposed many of them at once, but their relationship depended heavily on labels and player memory.

The redesign treated this as more than a visual-density problem. The product needed a clearer model explaining where each activity belonged and how players moved between them.

Existing Devikins hub showing many labeled game destinations on one screen

The existing hub gathered many systems into one surface, but did not provide a unified spatial model connecting them.

Reframing the Mintree

The navigation problem started in the world itself.

Instead of beginning with new menus, the redesign started by reconsidering the Mintree: the ancestral tree that gave birth to the Devikins.

The tree became more than a lore element. It became a living city whose vertical structure could group systems, define destinations and communicate progression.

Lore became information architecture.

Navigation principle

Progression became movement through the world.

Players would travel vertically through the Mintree, discovering districts, characters and systems as part of the same world rather than navigating a flat collection of unrelated menus.

Root MarketGreat TrunkBranches of LifeCrown of the Mintree

Spatial exploration

Turning product functions into places players could recognize.

Each destination was explored as a physical place with its own role, circulation and relationship to the surrounding city.

Initial Roots Level sketch organizing destinations around the Mintree
Early Roots Market and auction area exploration
Early Expedition Gates and adventurer preparation area exploration
Annotated Roots Level iteration showing path and circulation adjustments

Annotated iteration exploring routes between destinations, central circulation and access through the Roots Level. Open full-size iteration ↗

Process commentary

The concept evolved through spatial questions, not only visual ones.

The iterations examined how players would enter each destination, understand where paths led, discover NPCs and move between activities without returning to a flat menu after every action.

  • Paths between shops and bazaar
  • Open routes to the arena
  • Access to upper levels
  • Central circulation
  • NPC placement
  • Expedition Gates
  • Forge and Inventory
  • Customizable personal space

Roots Level concept direction

Designing the Roots Level as a connected district.

The Roots Level brought together systems related to combat, commerce, crafting, inventory and preparation for adventure.

Instead of appearing as disconnected buttons, these systems were represented as destinations around a shared public space, connected by visible paths, stairs and vertical access to the rest of the Mintree.

Roots Level concept connecting arena, market, forge, inventory and expedition gates

Concept direction containing proposed and work-in-progress destinations; not a released game environment. Open full-size concept ↗

Product model

Feature → Place → District → World → Player journey

By translating systems into locations, the redesign aimed to give players a spatial model they could use to understand both the game world and the product.

Next product story

One studio, two different design problems.

Devikins required restructuring an existing world with years of accumulated systems. Dobro Goranku required creating the visual and interface foundation of a new game ready for its first release.

Continue to Dobro Goranku ↓

02 · New product

Dobro Goranku

Building the visual foundation of a new trading card game.

MVP shipped · October 2025

Foundation

Designing enough of the game to make it playable.

The project required establishing a visual language capable of supporting gameplay while remaining feasible for a first release. Each decision needed to clarify the game and translate into production-ready material.

Dobro Goranku combat interface
Dobro Goranku card detail and character information

Visual language

Creating a system for cards, information and game states.

The visual foundation brought hierarchy, typography, iconography and game states into one consistent language. This gave the MVP enough structure to communicate gameplay while leaving room for the product to evolve.

MVP

From visual direction to a playable release.

The work focused on production-ready interfaces and assets supporting the MVP launched in October 2025.

Shipping the first playable experience.

The MVP launched in October 2025 and remained the active product until MoonLabs ceased operations in June 2026.

Explore the complete Dobro Goranku case →

Comparison

One studio, two different design problems.

Devikins

  • Existing product
  • Legacy complexity
  • Information architecture
  • World redesign
  • Concept direction

Dobro Goranku

  • New product
  • Visual system
  • Game UI
  • Production assets
  • Released MVP

Together these projects demonstrate my ability to work both upstream, shaping product concepts and navigation models, and downstream, producing the visual assets and interfaces required for implementation.

Closing

Designing beyond individual screens.

Across both games, the work involved translating complex systems into experiences players could navigate, understand and use.

One project required restructuring an existing world. The other required creating the visual foundation of a new one.