top of page

Infamy

2019 - 2020

Description

Android, iOS | Digital Boardgame

In the Martian mining colony of ARES-6, crime pays. Three factions vie for control of this corrupt new world and everything within it.

 

You are a mercenary known as a "freelancer", here to profit off the conflict, to make a name for yourself – but ambition alone isn't enough. A network of seedy contacts will assist you in undertaking the dangerous missions necessary to bolster your rep.

 

Whether it's hiring henchmen to carry out your dirty work or plotting with secret schemes, you'll let nothing stand between you and your squalid goals.

 

In Infamy, players find that nearly anything can be bought for the right price. Players attempt to win the game by being the first to reach 15 Infamy points or by reaching the highest reputation level in any one of three factions: the Harada Cartel, the Trust Megacorp, or the PKD Militia.

 

The core of this auction and influence game is the "Pay to Play" mechanism in which players must sacrifice bidding power in order to place any bids at all. Spend too much time bidding against an opponent, and your currency will dwindle – but if you refuse to bid, you'll be forced to watch your opponent acquire all those things that only the criminal underworld can deliver.

Occupation

UX/UI Designer

During the development of Infamy, I acted as UX / UI Designer primarily, designing the entire game flow from Wireflows built on the Adobe XD tool.

With the tool, I was able to build a prototype capable of simulating all the basic actions of the game, using UI of my own combined with the original elements of the board game.

From the prototype, it was possible to acquire the validation of our stakeholder (Mercury Games) and define the development backlog precisely during a Greybox phase.

Project completed, however, not published due to internal issues.

Developer | Publisher

bottom of page