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Armaldia

2016–2017 · Design, some front-end

A browser game with a living economy — property, businesses, jobs and craftable items, all running in one persistent world.

Armaldia is a persistent browser world: players own property, run businesses, take jobs and craft items. The design problem is density. The screen has to carry character state, a stack of resource meters, a navigable city and constant feedback — and still stay readable to someone who just arrived.

I solved it by separating the layers instead of packing them. The isometric city is the world and stays visually calm; everything the player needs to act on floats above it as a distinct band. That way the map can be explored without the interface competing for attention, and the interface can be read without hunting for it.

My part was mainly design — the isometric city, the UI system and how the layers sit together — plus some of the front-end implementation.