Werewolf Game MVP
A Social Deduction Experience
I designed and developed an MVP version of the popular social deduction game Werewolf, inspired by the classic Mafia game. This project allowed me to take full ownership of the product design process, from ideation to wireframing and high-fidelity prototypes. Collaborating closely with a developer, we successfully brought the concept to life, creating an intuitive and engaging digital experience.
Throughout the design process, I focused on crafting a user-friendly interface that enhances player interaction and communication, which are key elements of the game. I prioritized seamless gameplay flow, ensuring that the game's complexity remained accessible to both casual and experienced players. Currently, the MVP is in internal testing, where we're gathering user feedback to further refine and enhance the experience.
This project not only sharpened my skills in UX/UI design but also gave me the opportunity to collaborate cross-functionally with developers. It was an exciting challenge that reflects my passion for designing interactive, user-centric products, and I’m eager to bring this experience to a role in product design.
Using AI to generate artwork
Since I was funding the project myself, I wanted to validate the concept before committing to significant expenses. Instead of hiring an artist to create the characters and visuals, I leveraged AI tools to generate the artwork I envisioned. This approach allowed me to test the design direction quickly and cost-effectively, while still maintaining creative control over the aesthetic.
Creating with MVP in mind
With a similar product already on the market, though with room for improvement, I aimed to differentiate our app by incorporating voice communication instead of text-based interactions. This shift was designed to create a more immersive and engaging experience for players. However, I wanted to ensure that this approach wouldn’t result in a chaotic or overwhelming audio environment, so careful consideration was given to balancing the user experience and helping to identify if the game would work this way before moving to market.