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One system across a metaverse, its store and its games.

TCG World

  • Game UX/UI
  • Web Design
  • Design System
Role
Product & UI Designer
Client
TCG World
Year
2024-2026

Design

  • Figma
  • Photoshop
  • Illustrator

AI

  • Midjourney
  • ChatGPT
AI Summary

I designed TCG World across every surface: the in-game UI, the website and NFT marketplace, hundreds of in-game graphics, and the digital assets. Each platform had grown its own look, so I rebuilt them from scratch on one design system, and the metaverse, its store and its games finally read as one product. I owned the web, the graphics and the digital assets solo, led the in-game interface in a team of two, and drove it to a playable launch.

The rebuilt in-game inventory: rarity, vitals and gear, all on the new system.

Auditing a brand that grew in every direction

TCG World had shipped fast across many surfaces with no shared language. I started by cataloguing the drift before proposing a system.

UI inventory across 5 surfacesCompetitive audit: Decentraland, The SandboxComponent overlap analysis
5 surfaces

website, HUD, marketplace, graphics and two mobile titles, none of them sharing components.

7

different button styles found across the product before the rebuild.

1 system

the target: one token set the whole metaverse reads from.

Screens reading as 'one product' (audit score)34% → 92%
Components reused across surfaces78%

The problem

TCG World is a massive open-world metaverse: four regions on Unreal Engine 5, with NFT land, vehicles, avatars and animals, and a play-to-earn economy. It had grown fast and across many surfaces, the website, the in-game HUD, the NFT marketplace, the graphics, with no shared language. Each one looked like a different product. My job was to rebuild them into one design system so the whole brand reads as one place.

My role

I reworked the old designs from scratch and pulled them onto one system. I owned the website, the graphics, the digital assets and two mobile games end to end, and led the in-game interface in a team of two. I drove the work from a scattered set of screens to a coherent system, and the game to a playable launch.

Forming one style

Colour does the heavy lifting. Every asset, a card, a car, a fish, sits in one of six rarity tiers, and you read the tier from its colour before its name. The core palette and the type system are built around that one rule.

Rarity scale

Mythic
1-10 minted
Legendary
11-100
Epic
101-1,000
Rare
1,001-10,000
Uncommon
10,001-50,000
Common
50,001+

Core palette

Typeface

  • PF DinDisplay ProDisplay
  • SF Pro DisplayInterface
  • Spotted GrouperFishing minigame

Rebuilding the in-game interface

The in-game UI is the hardest test of the system: a survival HUD, a garage, a building editor and a creature collection, all readable inside a busy 3D world. I built every screen from the same components (down to that bevelled edge), so a player moves between them without relearning the interface.

The garage, with NFT vehicles filtered by class
The building editor: place, texture and colour objects on a plot

Each car gets its own showroom, themed to its rarity.

Bueller, a mythic-rarity car
Furon
Octane

The rarest vehicles are NFTs in their own right: four monster trucks.

Farming and crafting, one of the open-world systems players own and earn from.

A mode with its own identity

The Purge Hour is the game's battle-royale shooter, a mode apart from the open world. It keeps the system's bones, the same components and logic, but takes a sharper red identity so it reads as its own thing the moment you drop in.

The Purge Hour lobby: load-out, team and battle pass, in its own red key.

The website and store, rebuilt

The old site read like an early crypto landing: busy, dark, hard to scan. I rebuilt it to show the world first, then the store, the NFT marketplace and the onboarding flows, all on the same system as the game.

The landing page, before and after.

Before
After
The NFT marketplace: avatars, vehicles, livestock, plots and more
The mystery box, opening NFT drops on the web
The wallet, where players hold and trade their NFTs
Opening card packs
Airdrop claim
Marketplace, an asset up close

Down to the edge cases: 404, coming soon, NFT not found.

404
Coming soon
NFT not found

Digital assets

Everything a player owns is a tradeable asset, so I designed the collectible system end to end: the NFT cards, each with its generation, rarity, category and stats, and the foil blister packs they come in. It all sits on the same language, down to the bevelled edge, so a card and a pack read as one set.

Collectible cards: generation, rarity, category and stats.

Foil packs, one per category.

A mobile game: TCG Fishing

One of the two mobile games, a landscape fishing game set in the TCG World universe. I designed it solo, from its own brand through the wireframes to the finished screens, so it stands on its own yet reads as part of the world.

Wireframes first: structure over the game art.

Character select
Location hub
Fishing
Pick your heroFishing a frozen coveThe world map

More of the game.

Title screen
A location hub
Another fishing spot
Fish collection
Rod collection
Landing a catch

Beyond the screens

The system reached past the interfaces and the store. I designed 100+ in-game banners and billboards for the world's surfaces, the social graphics, and a second mobile game, all on the same language. A billboard inside the game and a card on the marketplace read as one brand.

Building one language for a metaverse

01

Rebuild, don't patch

Old screens were redrawn from scratch on shared components rather than retrofitted.

Trade-off: Slower start; the shared components paid back the moment the second platform reused them.

02

Rarity drives the colour system

Colour encodes how much of a thing exists, so value reads instantly in inventory and market.

Trade-off: Locks a chunk of the palette to rarity, leaving less freedom for purely decorative colour.

03

Legibility beats decoration

In a moving 3D world the HUD has to read at a glance, so contrast and spacing won over ornament.

Trade-off: The brand expresses itself in layout and motion, not loud surfaces.

04

One kit, two people

A tight component kit let a two-person team cover the whole metaverse without each screen drifting.

Trade-off: The kit became a bottleneck, since every new surface waited on shared parts.

For the first time the site, the game and the store actually looked like the same company made them.
Internal review · TCG World

Outcome

TCG World reached a playable launch, and the system I built carried across the game, the website and the store, replacing the old look on every surface. The project positions itself publicly as one of the largest open-world metaverses on the blockchain, with a $5M virtual real-estate sale on record.

4 regions

of an open world on Unreal Engine 5: Emerald Forest, Los Solaris, Sakura Valley, Northern Tundra

100+

in-game banners and billboards designed for the world

1 system

across the game, the website, the store, the graphics and two mobile titles

What I learned

  1. 01

    Building every surface from one system is what let a two-person team cover a whole metaverse without each screen drifting.

  2. 02

    Rebuilding the old screens from scratch beat patching them: the shared components paid back the moment the second platform reused them.

  3. 03

    In a busy 3D world, legibility beats decoration: the HUD has to read at a glance over moving scenery.

Design
Ivan Legchilov
In-game UI
Team of 2 (lead)
Web, graphics, assets
Solo
Company
TCG World
Let’s work together