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

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

This engagement covers the product design work required to turn the existing game concept and mechanics into a coherent, testable beta. I will build the product understanding, define the experience, design the interface system and priority journeys, then validate and hand over the work for Simon to build.

Prepared for Simon Piscitelli · Planning basis: 16 weeks · One design engagement
Scope position

Design only. Simon owns implementation. The work is organised around product outcomes, weekly decisions and a complete design route from current game to credible beta.

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.

  • 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.
  • Leave Simon with something practical to build and present.The final output combines a design system, priority flows, a joined prototype, implementation guidance and an investor-ready product walkthrough.
Workflow

Learn, decide, design, validate

Each stage closes a real product question and feeds the next. Some stages overlap once the direction is stable, so progress continues without waiting for one large reveal.

01Product understanding and beta direction
Play OGame, review the existing product, map the recurring loops, identify friction and agree what the beta must prove. The opening three weeks include focused gameplay and weekly findings, but the phase ends with a prioritised beta brief, an opportunity map and an early wrapper and navigation direction.
DecisionWhat matters most, what can repeat, and what the first design pass must cover.
02Experience architecture and wireframes
Define the information architecture, global navigation, page families, action hierarchy and responsive rules. Representative wireframes test the structure across mobile and desktop before visual polish begins.
DecisionHow the product is organised and how players move through it.
03Visual direction and product system
Establish the interface language, typography, colour, density, components, feedback states and repeatable data patterns. This becomes the shared system for the remaining flows and for Simon's implementation.
DecisionHow Astro Siege looks, behaves and remains consistent at scale.
04Priority product flows
Apply the system to the journeys that make the game understandable and compelling: overview, economy, research, galaxy, fleet activity, reports, alerts, onboarding and the supporting states they require.
DecisionWhich detailed journeys create the strongest tester and investor experience.
05Prototype, validation and handoff
Join the important journeys into a convincing prototype, run structured reviews, refine the weak points and prepare the system for implementation. The handoff includes behaviour notes, responsive intent and a clear backlog for anything intentionally deferred.
OutcomeA coherent beta design that can be tested, presented and built.
Cadence

A useful result every week

The collaboration should be light enough to sustain for four months and structured enough that decisions do not drift. Work continues asynchronously, with one dependable weekly point for review and direction.

MomentWhat happens
During the weekFocused design production, product analysis and short questions as they arise.
Opening researchApproximately five to seven hours of first-hand play per week during the first three weeks, alongside the design outputs.
Async updateOne concise progress note with the current artefact, decisions needed and the next priority.
Thursday reviewA 30 to 45 minute working session, likely at 4pm, to review tangible progress, add Simon's expert context and agree the next decision.
Phase closeA short summary of what was decided, what was delivered and what moves forward.

Default Thursday session. We review the work on screen, make the important calls and leave with one agreed priority for the following week. No presentation theatre and no long gap between design and feedback.

Design coverage

Broad enough to make the beta feel whole

The detailed screen list is confirmed through the early product work. The quote is built around the following product areas and the reusable patterns beneath them, not an arbitrary promise of one-off screens.

  • Product wrapper and global state.Navigation, account and planet switching, resources, queues, timers, alerts, responsive layout and persistent actions.
  • Economy and progression.Buildings, resource production, research, shipyard and defence patterns, requirements, unavailable states and completion feedback.
  • Galaxy and fleet activity.Discovery, target inspection, action entry points, fleet composition, mission setup, movement tracking and the time-critical fleet-save journey.
  • Reports, messages and decisions.Combat and espionage information, notifications, filtering, comparison, urgency and the route from information to action.
  • Onboarding and supporting experience.First session, goals, guidance, recovery from mistakes, settings, social and progression surfaces needed for a credible beta.
  • System and presentation layer.Reusable components, responsive behaviour, key interaction notes, a joined prototype and an investor walkthrough.

Repeated systems are designed as patterns rather than redrawn page by page. If early work reveals a materially different product shape, we agree the trade-off before changing the scope.

Timeline

Approximately four months, with purposeful overlap

Sixteen weeks is the planning basis. The exact start date can move, and later stages can overlap once the architecture and visual direction are stable.

Direction
Weeks 1–4
Architecture
Weeks 4–7
System
Weeks 6–10
Flows
Weeks 9–14
Validation
Weeks 13–16
Week 1481216
16 weeks The sequence stays flexible as the product reveals what needs the most attention.
Scope and quote

One engagement, one quote

The phase figures are rough allocations inside a single project total. They show where the work is concentrated and provide a sensible invoicing record. They are not separate packages or competing options.

Astro Siege product design engagement

Product understanding, architecture, product system, priority flows, prototype, validation and handoff.

£25,500 16 weeks
Rough phase allocation
  • 01 · Product understanding and beta direction£6,750
  • 02 · Experience architecture and wireframes£4,500
  • 03 · Visual direction and product system£6,000
  • 04 · Priority product flows£6,000
  • 05 · Prototype, validation and handoff£2,250
Billing basis
  • Four monthly invoices£6,375 each
  • First invoiceProject start
  • Total design fee£25,500

All prices are in GBP. No VAT is charged. External motion production, production art, user recruitment and implementation are outside this quote and only proceed with separate approval.

Project controls

Enough structure to reach the outcome

  • One agreed priority at a time.The Thursday review sets the next design decision, while the larger phase plan keeps the engagement 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.The first product stage confirms the final priority flow list. If a new area enters, we agree what it replaces or quote the additional work.
  • Simon stays close to implementation detail.Handoff is continuous enough to answer practical questions, while design remains independent from the build schedule.
  • 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.
Questions

Two useful things to settle before kickoff

1. What can I access now?

The current Astro Siege build, existing concepts, backend summary and any reference material Simon already relies on.

2. Which monetisation model should the beta represent?

Microtransactions, optional extras and advertising create different product needs. We only need enough clarity to design the right surfaces and make the investor story credible.

Next steps

From approval to the first working week

  • Approve the engagement and start date.The estimate is £25,500 across the four-month planning window.
  • Share the current product material.I will review it before kickoff and prepare the first set of questions.
  • Book the Thursday cadence.We can protect 4pm if that works. The first session aligns the beta goal, product access and the opening design work.
  • Begin with the product in context.Gameplay starts immediately alongside the first audit, flow map and direction work.

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.

£25,500 4 monthly invoices
Estimate AS-0726
Total£25,500
Planning basis16 weeks
Monthly invoice£6,375 × 4