Selected work / 03

BCraftInfinite

A crafting party game where 2–8 players turn elemental scraps into inventions, choose five cards, and reveal their decisions together.

Role
Product & Game Designer
Year
2026
Project
Working browser prototype
The current BCraftInfinite worktable: five elemental scraps on a paper canvas beside a shared ingredient library.
The working browser prototype. A private worktable inside a shared room.

The brief

Curiosity first. Competition follows.

I wanted the freedom of combining unexpected things to lead somewhere social. BCraftInfinite gives each player room to experiment, then asks them to commit to a small set of inventions. The design challenge was making that shift feel understandable without turning discovery into a rules lesson.

Who it’s for
Small groups playing together across desktop, tablet, and phone.
My contribution
I designed the experience and directed its visual development. Codex assisted implementation and generated the 2D artwork and Blender assets under my direction.
Focus
Figma interfaces, game rules, a paper visual system, and a working multiplayer prototype.

01The game loop

Craft freely. Commit five. Reveal together.

Players join one room but work at their own tables. Discovered ingredients become reusable material for the room; earning a battle card still requires making that invention yourself. This distinction lets discoveries spread without taking away the reason to explore. The host’s room code creates a shared starting point without account setup. Once play begins, the table belongs to the individual, while the room’s progress remains visible. The interface needs to communicate both kinds of ownership at the same time.

Recorded prototype · 1× speed
Current prototype · a guided overview at 1×, cut at natural boundaries from the complete session. Actions and outcomes run at their recorded pace; this is a demonstration, not participant research.
01

Craft

Combine two ingredients by dragging or tapping. Discover recipes and grow a personal collection.

02

Commit

Choose five inventions and a form for each. Lock the deck before the shared timer ends.

03

Reveal

Choose privately, then reveal together across five rounds. The remaining hand changes the next decision.

One room, different points of view

Host lobby with the room code and player list.
A shared entry pointThe host opens a room; players join by code. Earlier prototype capture.
Earlier phone join screen with fields for the room code and player name.
Join from your phoneA room code brings each player into the same session. Earlier prototype capture.
Current phone crafting screen with elemental pieces and ingredient controls.
Your own worktableThe same crafting loop fits a phone, with the ingredient library available separately.

02Visual identity

A workshop made from paper and ink.

Warm paper holds the inventions; charcoal holds the room. Condensed headings establish hierarchy, while handwritten prompts invite experimentation. Element names and symbols accompany color so the interface does not depend on color alone. I directed a consistent cut-paper and screenprint treatment across the generated artwork.

01 / The elemental vocabularyFive starting materials
Air: an elemental invention illustrated in a cut-paper and screenprint style.
Air
Earth: an elemental invention illustrated in a cut-paper and screenprint style.
Earth
Fire: an elemental invention illustrated in a cut-paper and screenprint style.
Fire
Metal: an elemental invention illustrated in a cut-paper and screenprint style.
Metal
Water: an elemental invention illustrated in a cut-paper and screenprint style.
Water
02 / Unexpected inventionsOne visual language

From Figma foundations to reusable details

Figma foundation board with paper and charcoal swatches, red actions, and labeled element symbols.
A consistent material paletteThe Figma foundations define paper, ink, action red, and elemental signals.
Typography specimens for the BCraftInfinite visual system.
Type with distinct jobsBebas Neue for display, Space Grotesk for reading, and Kalam for brief handwritten cues.
Look inside the component system
Explore the original element motifs

03Design evolution

Let the next idea keep moving.

The wireframe separates a free worktable from an ingredient library. The working interface keeps that structure and makes the pieces directly manipulable: players drag scraps together or tap two to try a combination. Success and unsuccessful attempts produce inline feedback, leaving the table available for the next idea. Library labels distinguish ingredients the room can reuse from discoveries a player has personally earned. Keeping these cues near the experiment matters when a shared timer is running; a player should be able to understand what happened without losing the thread of what to try next.

From layout to a working table

Drag the divider to compare the wireframe and working interface.

WireframeWorking interface
Working crafting interface with movable elemental scraps and a labeled ingredient library.
Crafting wireframe with two ingredient inputs, a free worktable, and a separate ingredient library.

The wireframe establishes the worktable and library. The working interface adds movable scraps, ownership labels, and feedback beside the experiment.

See the crafting interaction

04Game decisions

Make a small hand feel deliberate.

Deck building turns an open collection into a commitment. Five visible slots keep the limit understandable; a fold inspector moves secondary choices out of the collection’s way. Creature, Machine, and Structure affect matchup weights. They give the same invention different strategic uses without changing its recipe. The order of information matters here: choose an invention first, inspect its form second, then lock the complete hand. Keeping those decisions connected makes the commitment explicit while leaving the collection available for comparison.

Five slots, then a form

Current deck-building screen with five selected slots and the invention collection.
A deliberate commitmentFive selected inventions stay visible above the collection. The lock action confirms the complete hand.
Look inside the fold inspector

The decision, then its consequence

Current battle selection screen showing the remaining hand and elemental advantage cycle.
Choose in privateEach round uses a card from the remaining hand; choices stay hidden until the reveal.
Current simultaneous reveal with players’ cards and matchup scores.
Reveal togetherThe shared reveal shows played cards, matchup totals, and the actual round outcome.

Make the result understandable

Drag the divider to compare the wireframe and working interface.

WireframeWorking interface
Working match results showing standings, captured cards, and a five-round ledger.
Results wireframe with a winner area, final standings, and replay controls.

The results wireframe establishes a winner and final standings. The working interface adds a five-round ledger so players can review how the match ended. Form advantages still need investigation through balance work and participant feedback.

Watch deck building and battle

05Building with Codex

Turn a design rule into working behavior.

I supplied the concept, interface layouts, game direction, and feedback. Codex helped translate those decisions into the browser prototype. The five-card commitment is one concrete connection: the interface lets players explore a draft, while the server checks eligible, unique cards and valid forms before locking that choice for the room.

Explore how the design became a working interaction.

September Figma showcase of the deck-building interface.

Designing the commitment

The September Figma presentation documents the collection, selected inventions, and form choices. The current implementation has since refined their hierarchy.

06Blender exploration

Give the inventions a physical form.

The Blender exploration asks how a flat illustration could become a folded object. Reusable forms separate the construction from each invention’s printed identity. Codex generated the procedural models under my direction. The hinges and printed inserts are working presentation experiments; the main game remains 2D. A printed insert lets different inventions share one construction instead of requiring a new model for every recipe. The fold sequence exposes that mechanism directly: the same geometry moves between closed, half-open, and open poses.

Blender / construction study

3D construction exploration — not integrated gameplay.

Creature Blender construction render; an unfinished presentation exploration.

Explore in 3D to rotate and adjust folds.

Creature. A folded creature silhouette carries an invention’s printed identity.

Original render · Choose Explore in 3D to rotate the construction

07Outcome & next steps

A playable foundation, with questions left open.

BCraftInfinite now connects discovery, deck commitment, and simultaneous competition in a responsive browser prototype. The clearest learning is the need to separate freedom from commitment: players need room to experiment, then a legible moment to decide what they will bring into play.

The next step is participant research on discovery ownership, deck confidence, and understanding the reveal. Automated recordings establish behavior, not usability outcomes.

Balance work remains exploratory. The 3D forms also need further art direction and performance evaluation before any gameplay integration.

Watch the complete recorded match