Undeads

Undeads is a Web3 MMO with survival, economy, and NFT crafting systems.

Category
Game Dev
Services
UX Architecture, Web3.0 UX
Role
Principle UX

Project overview

Undeads combines combat, exploration, character progression, economic systems, and Web3 modules. It required a central UX architecture to connect every system into a coherent, predictable player experience.

Undeads character screen wireframe: character list, equipment slots, effects and stats.

Design challenge

Build UX around core gameplay: character control, navigation, combat, and world interaction. Connect gameplay to economy and Web3 so economic systems strengthen the game loop and NFTs, market features, and staking become natural parts of the meta.

Undeads lobby: character selection, the Baby Minigun's stats and gear, the Play button.

My role & ownership

I worked on Undeads as Principal UX. I defined the UX architecture of the Web3 survival MMO, bringing gameplay UX, meta systems, the economy, and blockchain mechanics together into a cohesive player experience.

I designed gameplay UX: the combat HUD, target selection, and weapon controls, as well as inventory, equipment, the map, and open-world traversal.

I designed meta systems covering crafting, storage, and building infrastructure. For Web3, I designed wallet authentication, balances, transactions, and marketplace interactions.

UX strategy

Core gameplay comes first. Players should understand systems and outcomes. Each experience is designed as a composable part of the UI framework, while Web3 extends rather than interrupts the game.

Undeads gameplay with the HUD: health, stamina, weapons and inventory.

Key workstreams

Designed the global map, minimap, compass, weapon controls, inventory and quick-slot structure, and combat interaction panels. Built UX for crafting, market and NFT interactions, and character staking while connecting UX/UI, game design, economy, and blockchain.

Delivery & impact

A multi-layered economy embedded in gameplay UX; gamer-friendly NFT and token patterns; HUD as the centre of combat information and navigation; and one systems UX framework for game and Web3 modules.

Undeads global map with territory markers and the player HUD.
Undeads repair screen: bank, construction progress and builder requirements.
Undeads hospital screen: doctors, patients, injuries and curing costs.
Undeads metrics screen: taxes and protection earnings with charts.
Undeads inventory, wireframe and final: effects, gear, quick slots and items.
Undeads crafting screen, wireframe and final: recipes, weapon stats and required resources.

I design experiences that feel cohesive: where design speaks the product’s language and form supports mechanics, systems, and metrics. A beautiful interface is simply the visible outcome of sound architecture.