MoonLabs · Trading Card Game

Dobro Goranku

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.

Dobro Goranku desktop title screen set around a large mystical tree

01 · Product foundation

A game is only playable if players understand its systems.

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.

Dobro Goranku lobby introducing the player to the game world and interface

02 · Card system

Designing information inside every card.

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.

Focused Dobro Goranku character card with stats, illustration, lore and related characters
CharacterElementStatsRarityIllustrationLoreRelationshipsActions

03 · Deck builder

Building decks instead of collecting screens.

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.

Dobro Goranku deck builder showing the selected deck and card collection
Dobro Goranku deck builder filters for rarity, element and card type

04 · Progression

Progression beyond battles.

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

Dobro Goranku Story Mode chapter map

Understand the missions

Dobro Goranku Story Mode mission objectives

Complete the journey

Dobro Goranku completed Story Mode chapter

05 · Gameplay

A combat system adaptable to multiple worlds.

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

Dobro Goranku combat interface in a light elemental arena

Dark arena

Dobro Goranku combat interface in a dark elemental arena

06 · Match feedback

Feedback players instantly understand.

Victory and defeat screens were intentionally simple.

The emotional response should come from the match itself. The interface only reinforces the outcome.

Dobro Goranku victory result screen
Dobro Goranku defeat result screen

07 · Long-term experience

Keeping players engaged beyond individual matches.

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.

Dobro Goranku player profile with ranking and match statistics
Dobro Goranku ranked mode selection with current player rank

Closing

Designing systems instead of isolated interfaces.

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.