Background
Disruptors originally created as a mobile game that throws players into a tense multiplayer shoot out where collectible cards can be the difference between victory and defeat.
We created a unique FPS experienced that leaned heavily on the simple concept of "who has the best aim" and built complexity with collectible cards and hero characters that bring flavor to the game with wild effects and passive abilities.
Goals
Take the familiar, stationary setting of a first person training scenario and infuse elements from other popular game genres. We knew that there was an opportunity to create an engaging, player vs player gameplay loop of games like hearthstone in a new creative setting.
Challenge
By combining so many genres together it quickly became difficult to navigate in the confines of a phone screen. Players needed a fast, easy way to customize their character, gun and target cosmetics, as well as an entirely seperate system for organizing their card decks.
My Impact
Along with running art direction I was tasked with creating all navigation systems for Disruptors as well as illustrating in-game ui assets such as the HUD, card frames and player cosmetics.
At the end of each round players are given basic rundown of their statistics, a currency reward and a victory / defeat status. Copy is FPO as we had not yet decided on which metrics would be displayed.