This foray into the land of mobile platform tower defense is yet another entry into the catalog of Robertson-involved games, coming on the heels of the Duck Dynasty 3DS game. I served as lead designer and UI art lead as well as functioning in a creative direction capacity – I put together the original pitch and worked for the duration of the project until ship to make sure the core vision stayed consistent. I worked closely with all disciplines to manage user experience, testing & iteration, art direction, and workload under an extremely tight schedule.
I utilized the best tropes of tower defense gameplay while adding a few unique touches to set the game apart – notably a modular tower upgrade system, special abilities based on hero loadout, and hero-specific special powers. The UI has a handcrafted, wood and metal feel but with chunkier colors, rounded edges, and defined outlines. This helped to improve readability and present a more generally accessible, casual interface style that complimented the rest of the game art.