
A LUCK BATTLE
MOBILE GAME
Goal:
King of Destiny is the flagship mobile game for InfiniGods. A classic Luck Battle game, I came onto the project to help create a cohesive visual bra and identity. I worked closely with Bryan DiSanto to bring our characters and world to life in a competitive game genre.
Team:
Silvia Shoplova | UI/UX Designer
Race Oswald | Senior Marketing Artist
Shaun Notcutt | Video Editor
Chris Sanchez | Art Director
Bryan DiSanto | Head of Brand Marketing
CHARACTER
PRODUCTION
With the help of Lemon Sky Studios, we were able to transition our 2D game art into 3D characters.
Stylistically, the goal was to end up with characters in between Supercell’s “Clash of Clans” and Disney Infinity’s character style.
I stuck to bold and clear shapes with a limited color palette to keep the game readable and casual. I have always loved how limiting the amount of visual elements can create iconic and recognizable characters such as Mario, Link, or Sonic the Hedgehog.
Pegasus underwent the greatest redesign to bring more character and personality to him, going for a balance between dutiful and playful.
MARKETING ART
AND MORE
Once the character models were complete, the team had a lot of fun finding ways to inject them into the game.
‘Avatars’ allowed us to create various profile pictures as rewards to players. The legendary variants would feature the characters in alternate universe costumes and special themes.
The characters would also be present across our marketing initiatives, tying together the brand.

GIFS TO
SHARE
A key part of the marketing strategy was to create a GIF library to be shared on social platforms among our players.
We created a variety of themes including in-game actions, event specific content, culture content, and common reactions.
The overall initiative was viewed as a successful way of circulating the brand and product among social platforms as well as enjoyed across our various communities.

LAYOUTS AND
ANIMATIONS
In addition to beginning to tie the game together with our updated characters, there were various UI and UX updates needing to be made throughout the game.
A huge lift that I wanted to advocate for was responsive and juicy UI. Much of the UI was hitting flat without a sense for texture or timing in the animation. I wanted each screen transition to delight players with a bouncy and fun visual experience.
There were also visual updates made to increase the brightness and softness of the UI, in order to appeal to a broad, casual audience.
EVENTS AND
SALES OFFERS
Special time limited events give players an opportunity to engage with the game in a special unique way and break up the otherwise normal game loop.
Additionally, Sales Offers and Events present an opportunity to create narrative and build up personality in a product that otherwise does involve a story.
We leaned into humor, vibrant colors, and simple compositions to keep clarity and character at the forefront of each art piece.

A PROGRESSIVE
WEB APP
The Marketplace was a an experience to seamlessly bridge Web2 users into a Web3 environment. Without ever needing to surface a wallet or blockchain terminology, users could engage in on-chain transactions.
The app was designed to visually look and feel like a native mobile game to help users feel less friction when navigating from the King of Destiny game.
Piggy Banks served as a way for players to take their in-game earnings, Fate, and place them on the Marketplace to be traded and purchased. Each of these transactions was also an obfuscated on-chain transaction.
King of Destiny Packs are items that we used to reward players with extra rewards, ranging from resources to various cosmetics like our in-game Avatars. These avatars were also tradeable NFTs that players could list and purchase on our Marketplace.
My goal was to create a unique experience for each pack to create excitement and gamify the Marketplace.