Explore the chapter

MoonLabs · Trading Card Game
Designing a visual language capable of supporting an entirely new card game.
Dobro Goranku was developed as a new digital trading card game where strategy, progression and worldbuilding were connected through cards.
My work focused on building production-ready interfaces and a visual system capable of supporting gameplay while remaining readable, scalable and consistent.

01 · Product foundation
Before players can learn strategies, they must first understand the interface.
The challenge was creating visual patterns capable of communicating information without overwhelming new players.

02 · Card system
Cards became the primary information surface of the game.
Every card needed to communicate identity, rarity, elemental affinity, combat attributes and narrative context while remaining readable during fast interactions.

03 · Deck builder
Deck construction was designed around clarity rather than quantity.
Players needed to compare, filter and organize large collections while always understanding what was currently selected. Filtering, hierarchy and persistent deck context reduce the cognitive load of managing many cards.


04 · Progression
Progression was designed as a journey instead of isolated menus.
Story Mode combined world exploration, chapter progression and missions into a single navigational flow.
Explore the chapter

Understand the missions

Complete the journey

05 · Gameplay
The gameplay remained consistent while the visual environment changed according to different elemental arenas.
The challenge was preserving hierarchy, readability and interaction consistency regardless of the environment.
Light arena

Dark arena

06 · Match feedback
Victory and defeat screens were intentionally simple.
The emotional response should come from the match itself. The interface only reinforces the outcome.


07 · Long-term experience
Competitive progression required players to clearly understand their evolution.
Rankings, player profile and statistics became part of the long-term experience rather than isolated menus.


Closing
Dobro Goranku reinforced an important principle throughout the project:
Good game interfaces are not decorative layers. They are information systems that allow players to understand complex mechanics naturally.
The work focused on creating reusable visual structures capable of supporting both the MVP launch and future product evolution.