“Logistics Empire” is a tycoon game about producing, processing and delivering goods on a real map. XYRALITY is an established LiveOps studio in Hamburg with 30+ employees.

As a game design intern, I mainly worked on new features and visual updates for the game. This included writing documentation, creating mock-ups in Figma, and testing.

  • Studio: Xyrality
  • Duration: 5 months
  • Platform: iOS
  • Platform: Android
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My Contributions

UI/UX Design

With the gameplay consisting of navigating menus, game design and UI design were inseparable. In Figma, I created mockups to communicate the visual look and design of a feature, including subpages and variations.

I utilized and expanded our component library on Figma to make everything as modular as possible while keeping the look and feel of our game. The small screenspace and the high complexity of the game taught me a lot about efficient information design.

Figma mockups showing interface variations and subpages

Navbar

I gave the main navbar a new modular design, that could fit more menu items.

The menu needed a new style and more space for additional views. After a few iterations, the new look included not just that, but also bigger icons and added text for clarity.

Original Logistics Empire navigation barNavigation bar redesign with expanded iconsNavigation bar redesign with labels

Finance Overview

I designed a finance overview, where players could see their income and expenses from all possible sources, with multiple details pages.

This feature was especially difficult because of the density of information that needed to be conveyed, while keeping the playful, colorful style of our game. The subpages also came with unique challenges and edgecases, like how the page should look if there are no expenses or how a building is displayed that was deleted by the player.

Finance overview detail pages and their variationsFull finance overview with income and expenses

Goods Shop

I redesigned the goods shop with an expanded offer, introduced ads as payment, and a shop refresh mechanic.

The shop was barely used by advanced players, so offers needed to scale and go beyond goods. Simultaneously, rewarded videos should be introduced, so I added usecases for them. Sales offers and timed special offers tailored towards the players last unlocks also increased spendings and the overall appeal of the shop.

Goods shop before the redesignRedesigned goods shop with new offers and refresh options