Infinity: HexaDome Tactics

Blindspot Games

Blindspot Games

Blindspot Games

Platform:

PC

Client:

Blindspot Games

Duration:

Part-time contract

About

Infinity: HexaDome Tactics is a turn-based tactics game based on Corvus Belli’s board game Aristeia, with single-player and online PvP modes. The game was released on Steam on September 10, 2026.

View on Steam


My responsibilities

As a Senior UX/UI Designer on a part-time contract with Blindspot Games, I provided strategic guidance and practical recommendations to improve the player experience. I designed and refined in-game navigation, menu flows, icons, and UI assets for multiple input methods.

Release version — final UI & UX

The following screens showcase the release version of Infinity: HexaDome Tactics, from menu navigation and champion information to the tactical interface and combat feedback.


01 / VISUAL LANGUAGE

Oxanium / Saira / Noto Sans

Release UI visual language: colors, typography, navigation, and interface elements.


02 / MAIN MENU

Enter the Hexadome.

Release main menu with campaign, versus matches, challenges, and collection navigation.


03 / CHAMPION COLLECTION

Every champion has a story.

Champion selection brings character stats, actions, passives, skins, and team roles together.

Maximus champion loadout with stats, abilities, and team selection.Champion collection and appearance selection.


04 / VERSUS MATCHES

Choose your arena.

Versus AI, ranked matches, duels, and tournaments sit alongside the team lineup and daily challenges.

Versus matches interface with match types, team lineup, and daily challenges.


05 / CAMPAIGN

Choose your next challenge.

Chapter artwork, rewards, story tokens, and mission selection guide the campaign journey.

Campaign chapter selection with story artwork, rewards, and missions.


06 / TACTICAL INTERFACE

Make every move count.

The arena interface brings turn order, champion information, tactics, and the event log into view.

Tactical arena interface with champion panels, turn order, abilities, and event log.Tactical interface details and status-effect feedback.


07 / CUSTOMIZATION & SETTINGS

Make it your own.

Locker customization and settings share the same clear navigation and orange selection language.

Locker customization and cosmetic selection.Game settings with consistent navigation and selection states.


08 / COMBAT FEEDBACK

Every state tells a story.

Health, armor, targeting, damage, and recovery use distinct visual states across both teams.

Combat feedback system for champion health, armor, and targeting states.Champion targeting and damage states across both teams.


09 / ICONS & CARDS

A complete visual toolkit.

Passive abilities, action icons, and card families extend the visual language into every tactical choice.

Passive ability icon collection.Tactical card frames and card families.Action, status-effect, and tactical icon system.


Infinity: HexaDome Tactics closing artwork.


Alpha development — research & iteration

The following work documents the alpha development phase, including research, prototypes, and design iterations that informed the game’s evolving interface. These screens show earlier concepts and may differ from the release version above.




Research & evaluation

I began by evaluating the game from a player’s perspective to identify friction in navigation and gameplay. Gamepad support was a core requirement, so I assessed how well the existing navigation supported controller input.

To understand the player experience, I watched streams and gameplay videos, reviewed feedback on Discord, and interviewed game designers and stakeholders about the product’s goals and requirements.

I compiled my findings into a presentation with recommendations and quick improvements for the team to implement and evaluate in subsequent playtests.

Menu navigation evaluation

HUD evaluation

Defining the problems

The UX/UI evaluation revealed several pain points. I prioritized the issues with the greatest impact on navigation, readability, and the player experience.


Navigation

The existing navigation panel did not align well with common gamepad interaction patterns. Because controller support was a core requirement, I identified navigation as the highest-priority improvement.


Contrast

Many interface elements, including primary buttons and actions, lacked sufficient contrast. The color palette also needed refinement to support the game’s competitive tone.

Low-contrast elements identified during evaluation

Color coding

Competing colors in the HUD reduced readability and made some mechanics harder to understand. I also raised concerns that the palette communicated a more casual tone than intended for the game’s strategy-focused audience.

HUD before refinement


Design solutions

Based on player use cases, I proposed improvements grounded in common interaction patterns for mouse and gamepad input. These included reorganizing the main menu, removing unnecessary navigation subcategories, introducing a more prominent primary action on the home screen, and redesigning the entry point for game mode selection.

Navigation

Main menu — beta iteration


Wireframes and iterations

Across several iterations, the team implemented the revised menu navigation, refined the color palette, strengthened the competitive visual direction, and improved clarity and contrast.

Game mode selection iteration

Champion preview iteration

Color and contrast refinement

HUD iteration

Health bar iteration

Buff and debuff iteration

Champion selection flow

I evaluated the proposed champion selection flow, beginning with the team’s storyboard concepts, research, and use cases.

The challenge was to make a multi-step selection process clear to players. After a coin toss, the player and opponent selected their teams, followed by sponsor selection. The interface also needed to showcase champions in 3D while keeping the current step and available choices easy to understand.

I analyzed the storyboard, identified opportunities for improvement, and documented the key use cases.

Storyboard analysis


Use cases

I refined the concepts and designed UX flows for both scenarios. I also created an interactive prototype and recorded a video demonstrating the primary flow.

I proposed improvements to matchmaking navigation so players could start a match against the AI while waiting for a human opponent.


Champion information screen

While working on champion selection, I proposed a dedicated information screen for each champion’s abilities. This reduced the amount of information shown at once while giving players access to more detail when needed.

Champion information overlay — UX layout


Champion tooltips

The game’s depth and volume of information created a steep learning curve. Tooltips helped explain its mechanics, but some became too large and obscured too much of the screen. I redesigned their structure to prioritize information relevant to the player’s immediate task.

I documented use cases, reviewed them with the design team, and iterated on the layout. The revised tooltips emphasized champion progression and clarified buffs and debuffs. For additional detail, I proposed a shortcut to open the champion information screen, reusing the interface developed for champion selection.


Ability upgrades

I also worked on the champion ability upgrade system. The challenge was to support both mouse and gamepad input while reducing cognitive load and keeping detailed information accessible.

I began with research, analysis, and a list of use cases.


I then developed initial concepts.


After reviewing the concepts with the design team, I incorporated a new requirement: the upgrade interface should cover only a limited portion of the gameplay screen.

Solution 1 — Contextual upgrades

While redesigning the ability tooltip, I explored a contextual solution that helped players understand available upgrades and identify relevant options.

The concept displayed upgrade information when the player had selected an ability and was previewing its dice rolls and the opponent’s response.

I also addressed an earlier issue: the ability dock was not well suited to gamepad input. I designed a clearer navigation concept and proposed emphasizing core stat improvements instead of individual rolls, keeping the presentation consistent with related features.

These explorations informed the second solution.

Solution 2 — Upgrade sidebar

The sidebar provided clearer navigation for mouse and gamepad input while covering no more than one-third of the screen. Players could review abilities and their core dice rolls, apply upgrades, and inspect buff and debuff information.


I created an interactive prototype and recorded a walkthrough to demonstrate the flow and supporting interaction details.


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