LOGIC CUBE
2020 - 2021






Context
Challenge, Objective, Action and Results
Challenge
Following the success of Logic Pic, a Nonogram title, we identified the opportunity to explore the emerging subgenre of 3D Nonogram, which at the time had very few direct competitors. The main challenge was to design an intuitive and engaging experience within a puzzle format often perceived as complex.
Objective
Launch a game capable of reaching the download targets set by stakeholders while achieving strong D7 retention.
Action
Developed an MVP as a proof of concept for potential future investment. In addition to the 3D puzzle core loop, the project also explored cozy and social game elements inspired by Animal Crossing. A key selling point was allowing players to decorate a personal space by unlocking objects through puzzle completion.
Result
Although the product did not achieve the expected results, the project provided valuable insights that raised the team’s production standards and enabled the reuse of assets for experimentation in other titles.
Responsability
Lead Game Designer | Producer
While working at Space Bit, I simultaneously adopted the multiple roles of Lead Game Designer and Producer of the products. Logic Cube was a game that I started designing by receiving previous materials about the demands and market opportunities provided by the publisher.
After conducting the discovery process, I was responsible for the general design of the game, including its Levels and economy, I coordinated the production team determined the goals and priorities of the product, and maintained direct communication with the publisher By Aliens.
During the process, I was able to use the project as a source of mentoring for Game Designers Juniors, who contributed to the level and narrative development.
The game was only released in a soft launch. While notably capturing users from India, it has not proven itself valid for continuity.
Game
Android, iOS | 3D Picture Cross Puzzle
Logic Cube is a 3D Nonogram game where players solve puzzles to unlock objects and bring different environments to life.
Progression is linear: each stage introduces themed spaces — such as cafés, gyms, parks, and offices — where players must discover the missing items.
The experience offers two layers of progression:
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Core loop: filling in the empty spaces of each scenario to complete the environment.
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Side loop: collecting unlocked objects to decorate a personal space.
To further increase engagement, the game also featured a friendship system, allowing players to visit each other’s personal spaces — inspired by the social mechanics of Animal Crossing.
The monetization plan for this title was hybrid, combining IAP and IAA. Players could purchase resources, levels, power-ups, and collectibles, while rewarded video placements provided opportunities to boost resource gains and earn additional free attempts.











