Astro Siege, shaped into a confident mobile-first product.
Make the whole experience feel intentional
The core concept and most of the game mechanics already exist. The design opportunity is to make that depth understandable, usable and convincing without flattening what long-term strategy players value.
- Understand the game well enough to make informed decisions.First-hand play, Simon's expert context and the current Astro Siege product are used together. Research supports the work rather than becoming the work.
- Design the system before multiplying screens.Navigation, hierarchy, status, actions, data patterns and responsive behaviour need to work as one product.
- Make the important journeys genuinely mobile-first.The aim is not a compressed desktop interface. It is a web application that remains clear and fast on a phone and can later support an app.
- Validate the product as it develops.Each phase should be reviewed, tested and organised as we go, so the final product is already grounded in evidence rather than waiting for one validation pass at the end.
From planning to a validation-ready product
The work moves through four clear phases. Each phase answers a different question, produces something tangible and includes its own validation, refinement and organised outputs.
- Two focused days of first-hand OGame play and observation across the opening three weeks
- Audit the current Astro Siege interface, placeholder assets and existing concepts
- Map the core loops, recurring tasks, dependencies and player decision points
- Record friction for new players without losing the depth veterans expect
- Define the tester and investor story, including the role of monetisation
- Explore the first wrapper, navigation and mobile structure ideas
- Turn the findings into a prioritised design plan for the remaining phases
- Review the findings with Simon and keep the decisions and open questions organised
- Define global navigation, account and planet context, resources, queues and alerts
- Map the end-to-end journeys connecting overview, economy, galaxy, fleets and reports
- Establish page families, action hierarchy and reusable responsive layouts
- Design low-fidelity wireframes for mobile and desktop
- Cover loading, empty, unavailable, error and completion states where they change the flow
- Join representative screens into a low-fidelity prototype for review
- Validate the structure through weekly walkthroughs, revise it and document the approved behaviour
- Develop the visual direction from low-fidelity layouts into representative high-fidelity screens
- Define colour, typography, spacing, sizing, radius, elevation and responsive tokens
- Design core components for navigation, actions, cards, tables, forms and overlays
- Create repeatable patterns for resources, queues, timers, requirements, status and alerts
- Define interaction, loading, disabled, success, warning and error states
- Apply the system to representative mobile and desktop screens to prove it works
- Review the high-fidelity direction as it develops and keep tokens, components and decisions documented
- Overview, global state, navigation, resources, queues, timers and alerts
- Economy, buildings, production, research, requirements and progression
- Galaxy browsing, target inspection and the route from information to action
- Fleet composition, mission setup, confirmation, movement and fleet save
- Combat and espionage reports, messages, notifications and urgent decisions
- Onboarding, early goals, recovery from mistakes and selected monetisation surfaces
- High-fidelity mobile and desktop layouts, edge states and connected prototype moments
- Validate priority journeys continuously with Simon and suitable veteran-player perspectives
- Refine weak points, join the key experience into a convincing prototype and prepare the investor walkthrough
- Keep final screens, components, tokens, behaviour notes and deferred work organised as the UI is completed
Working cadence. Validation is part of every phase. We have one useful review each week, likely Thursday at 4pm, with a tangible artefact, the decisions made and the next priority. Short updates and questions can happen asynchronously through WhatsApp or email at the cadence that works for Simon.
A clear sixteen-week sequence
The timeline follows the same four phases described above. Validation and organised handoff happen throughout, while weekly reviews keep decisions moving and allow the detailed priorities to respond to what we learn.
- 01 · Planning and direction£6,000
- 02 · Architecture, wireframes and prototype£6,000
- 03 · Product system and high-fidelity direction£7,200
- 04 · Priority flows and full UI design£10,800
- Four invoices, one per four-week period£7,500 each
- First invoiceProject start
- Total design fee£30,000
- CurrencyGBP
- VATNot charged
- Motion productionSeparate
- Production art, recruitment and implementationExcluded
Enough structure to reach the outcome
- One agreed priority at a time.The weekly review sets the next decision, while the phase plan keeps the work moving towards the complete beta.
- Representative patterns, not unnecessary duplication.Shared page families and components allow more of the game to be covered consistently within the time available.
- Scope decisions happen with evidence.Planning confirms the detailed priority flow list. If a new area enters, we agree what it replaces or quote the additional work.
- Motion follows stable interaction design.I will identify valuable moments during the work. If specialist animation is worthwhile, it is scoped only after the relevant interface is approved.