Total War: Elysium

Art direction for a digital collectible card game, redefining Total War for clarity, readability, and live-service gameplay.

00

challenge

Translating the depth and identity of Total War into a card-based format introduced new challenges around readability, UI clarity, and player decision-making. The experience needed to support fast, repeatable interactions while clearly communicating game state, card value, and progression without overwhelming the player.

solution

The solution focused on simplifying the visual language and building clear systems that prioritised readability and player understanding. - Established strong visual hierarchy across cards, UI, and gameplay states - Reduced visual noise to support quick decision-making - Defined consistent layout systems for cards, boards, and interactions - Directed colour, iconography, and typography to reinforce clarity and feedback - Ensured scalability across new content, cards, and live updates

Defining and evolving the visual identity of Total War into a scalable digital collectible card game experience.

The early direction focused on redefining how Total War could exist within a digital card game format. Rather than carrying over visual complexity from traditional strategy titles, the approach prioritised clarity, usability, and flow.

I established clear visual systems across cards, UI, and gameplay interactions, ensuring that players could quickly understand game state and make decisions without friction. This required simplifying visual elements while maintaining enough identity to keep the experience engaging and recognisable.

A key part of the process was aligning visual design with player behaviour. Every element, from card layout to board presentation, was directed to support readability, feedback, and ease of use during repeated play sessions.

The result was a cleaner, more focused visual direction that supported both accessibility and depth, while providing a scalable framework for ongoing live content.

Impact

  • Translated Total War into a clear, accessible digital card game format

  • Improved readability and decision-making through strong visual hierarchy

  • Established scalable systems for cards, UI, and live content updates

  • Reduced visual noise while maintaining franchise identity

  • Supported a smoother player experience across repeated gameplay sessions

year

2019-2021

Team Size

10+ Artists

tools

Unity

category

Professional Work

01

Early board lacked clear hierarchy, making it difficult to prioritise information during gameplay.

02

UI systems were inconsistent, with competing visual elements reducing clarity and player focus.

03

Introduced a clear spatial hierarchy, using composition and contrast to guide player focus across the board.

04

Applied a consistent visual framework across themes, ensuring scalability without losing clarity.

05

Improved readability during gameplay by simplifying visual language and reinforcing unit and card clarity.

06

Reinforced clarity across different environments and scenarios, ensuring consistent readability regardless of theme, colour, or context.

07

Established consistent card hierarchy, balancing artwork, stats, and readability for quick decision making.

08

Designed clear selection and interaction flows, supporting player understanding in high density scenarios.

get in touch

Currently open to new opportunities and collaborations.

If you'd like to discuss a role, project, or collaboration, feel free to get in touch.

get in touch

Currently open to new opportunities and collaborations.

If you'd like to discuss a role, project, or collaboration, feel free to get in touch.