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.
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

02 / MAIN MENU
Enter the Hexadome.

03 / CHAMPION COLLECTION
Every champion has a story.
Champion selection brings character stats, actions, passives, skins, and team roles together.


04 / VERSUS MATCHES
Choose your arena.
Versus AI, ranked matches, duels, and tournaments sit alongside the team lineup and daily challenges.

05 / CAMPAIGN
Choose your next challenge.
Chapter artwork, rewards, story tokens, and mission selection guide the campaign journey.

06 / TACTICAL INTERFACE
Make every move count.
The arena interface brings turn order, champion information, tactics, and the event log into view.


07 / CUSTOMIZATION & SETTINGS
Make it your own.
Locker customization and settings share the same clear navigation and orange selection language.


08 / COMBAT FEEDBACK
Every state tells a story.
Health, armor, targeting, damage, and recovery use distinct visual 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.




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.




