reiss.design / premonday.com Product Design Estimate & Workflow
Product design proposal

Astro Siege, shaped into a confident mobile-first product.

Prepared for Simon Piscitelli · Planning basis: approximately 13 weeks
Mission

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.

  • Build working proficiency in the game.First-hand play, Simon's expert context and the current Astro Siege product are used together so design decisions come from a practical understanding of the game rather than surface-level research.
  • 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.
  • Reach a product ready for validation.Each phase is reviewed, refined and organised as we go, so the engagement ends with a coherent product that can move into structured tester validation.
Workflow and cadence

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 review, refinement and organised outputs.

01Planning and direction · Weeks 1–3
Build practical proficiency in the game, then use that understanding to decide what Astro Siege needs to become, what the beta must prove and where the design effort will create the most value.
Work involved
  • Approximately six hours per week playing OGame across the three-week phase, with structured notes and the goal of becoming proficient in its core loops and decisions
  • 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
OutcomeWorking game proficiency, a beta brief, opportunity map, flow priorities and agreed design direction.
02Experience architecture, wireframes and prototype · Weeks 4–5
Turn the plan into a clear product structure and test the important journeys before visual detail makes changes expensive.
Work involved
  • 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
  • Review the structure through weekly walkthroughs, revise it and document the approved behaviour
OutcomeAn approved product structure and low-fidelity prototype ready for visual design.
03Product system and high-fidelity direction · Weeks 6–9
Create the visual and interaction foundation that makes Astro Siege feel like one product and gives every later screen a consistent set of rules.
Work involved
  • 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
OutcomeA documented product system and an approved high-fidelity direction.
04Priority flows and full UI design · Weeks 9–13
Apply the product system in full detail to the journeys that make the beta useful, convincing and representative of the wider game.
Work involved
  • 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
  • Review priority journeys continuously with Simon and prepare them for external veteran-player validation
  • Refine weak points, join the key experience into a convincing prototype and prepare tester and investor walkthroughs
  • Keep final screens, components, tokens, behaviour notes and deferred work organised as the UI is completed
OutcomeA validation-ready high-fidelity beta design, joined prototype, walkthrough materials and organised product system.

Working cadence. Review and refinement are 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. Formal tester validation begins after this engagement.

Timeline

An agile sequence of approximately thirteen weeks

The timeline follows the same four phases described above. Product System and Full UI Design overlap for one week, allowing approved patterns to move into detailed screens while the remaining system work is completed. The engagement ends ready for structured validation.

Planning
1–3
Architecture
4–5
System
6–9
Full UI
9–13
Week 1471013
≈ 13 weeks One agile overlap week connects Product System directly to Full UI Design.
Scope and quote
Astro Siege product
£27,500 Approximately 13 weeks
Phase allocation
  • 01 · Planning and direction£5,500
  • 02 · Architecture, wireframes and prototype£3,500
  • 03 · Product system and high-fidelity direction£6,500
  • 04 · Priority flows and full UI design£12,000
Billing
  • Three staged invoices£9,000 / £9,000 / £9,500
  • First invoiceProject start
  • Total design fee£27,500
Terms
  • CurrencyGBP
  • VATNot charged
  • Animation and motion productionNot included
  • Production art, recruitment and implementationExcluded
Project controls

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.
  • Animation sits outside this scope.Interaction intent can be noted where useful, but animation and specialist motion production are not included in this engagement.

Reiss Somers
reiss.design / premonday.com · July 2026

All prices in GBP. No VAT is charged, as Premonday Ltd clients are largely international. This estimate covers product design only.

£27,500 3 staged invoices
Estimate AS-0726
Total£27,500
Planning basis≈ 13 weeks
Invoice schedule£9k / £9k / £9.5k