Clash of Beasts project artwork
Context
Developed at Ubisoft
My Role
Game Designer, UI/UX Designer and Artist
Contribution Period
September 2022 - October 2023

Description

Clash of Beasts is a strategy and tower defence game where players collect mythical creatures to defend their kingdom and attack enemy lands.

Tools Used

My Contributions

UI/UX Design

I designed UI elements and assets, mapped the screen flows and covered the different UI states. I worked with UI integrators to match the mockups, then tested and reviewed the interface.

During the game’s late-2022 rework, I helped update the artwork across its features. My work covered screen flows, UI states, interface assets and animated mockups.

Jewel Forge Fest

Leonardo Maimoni and I came up with Jewel Forge Fest. Players collected crystals, forged jewels and shipped them to their clan’s vault, while other clans could steal jewels before departure. Leo handled the system design and balancing; I designed all of the UI/UX.

A shipment could return in several different states. I mapped what players would see when it arrived safely, when some or all of the jewels were stolen, and when they returned before or after the timer ended. I also designed the jewel selection, loading and confirmation steps leading up to dispatch.

Jewel Forge Fest Gameplay
Jewel Forge event landing screen with the clan map.
Event landing
Jewel Forge player selection screen with the chosen opponent highlighted.
Opponent selection
Jewel Forge panel showing the player’s clan.
Clan information
Jewel Forge clan leaderboard mockup.
Clan leaderboard
Jewel Forge event ended state.
Event ended
Jewel Forge unavailable state explaining that the player cannot participate.
Eligibility state
Jewel Forge Fest UI flow covering jewel selection, loading, dispatch and reset confirmations, delivery and looting outcomes, and the ship timer
Jewel Forge Fest: crafting, shipment and return states

Clan Quests

I worked with Leonardo Maimoni on Clan Quests. He handled the system design and balancing, while I designed all of the UI/UX. Members took individual quests from a shared list and contributed points towards the clan’s rewards.

I kept the player’s own quests beside the shared list, with their available slots and reward progress in view. Cancelling a quest temporarily blocked its slot, so the confirmation explained that consequence before the player committed. The emptied slot then showed how long they had to wait.

Clan Quests flow covering leader and member interactions, quest limits, cancellation, rankings and information.
Clan Quests: leader and member flows, with original placeholder copy
Available clan quests
Available clan quests: UI mockup

Battle Contracts

Battle Contracts added specific challenges to PvP battles. Kurt Eckhardt handled the feature design and balancing, while I designed the UI/UX and painted the contract icons.

A slot could hold an active challenge, a reward to collect or a cooldown before the next contract. I gave each state its own treatment, keeping the requirement, progress and reward together. Dismissing a contract and paying to skip its cooldown had separate confirmations, with the gem cost shown before purchase.

Battle Contracts Gameplay
Contract cooldown
Contract cooldown
Confirming a cooldown skip
Confirming a cooldown skip

Bestiary

The Bestiary included beasts players had not summoned yet. I designed its UI/UX, working from Kurt Eckhardt’s feature design.

I grouped the collection by rarity and kept unsummoned beasts visible with a dimmed treatment. Each portrait showed the beast’s role, affinity and fragment progress. Opening a beast gave its model more space, with separate tabs for stats and lore and an information pop-up for individual stats.

Bestiary browsing — UI mockup
Bestiary browsing: UI mockup
Beast detail — UI mockup with placeholder content
Beast detail: UI mockup with placeholder content

UI Animation Mockups

I created these UI mockups to show how the shop contents and battle summary should animate during implementation.

Shop contents: animated UI mockup
Battle summary: animated UI mockup

Live-Ops Events, Feature and System Design

I designed in-game events and features and contributed to economy balancing. This work helped improve player retention. I also built Excel sheets the team could use to make quick adjustments.

New Season System

As the way players obtained beasts changed, I designed the new Season System and its UI/UX. Daily quests and events contributed to a shared XP progression, with free and premium reward paths.

I also worked through what happened outside the main progression flow. Players could activate premium after completing or replaying the pass, so I specified a collection screen for the premium rewards they had already earned. Unclaimed rewards were sent through the feed when the season ended.

Season Pass screen flow connecting the landing screen, reward selection, collection and confirmation states.
Season Pass screen flow

Clan Leaderboard

I designed the Clan Leaderboard and its UI/UX around points earned through clan quests and events. I kept the player’s own clan in a fixed row beneath the rankings, so its position and reward remained visible while browsing other clans.

The screen also needed to explain the gap between ranking periods. I accounted for the countdown and reward-calculation state, alongside reward information for each rank. Clan search combined names and filters, with an active-filter indicator and a message when nothing matched.

Rankings with the player’s clan kept in view
Rankings with the player’s clan kept in view
Reward information
Reward information

Live-Ops Events

I designed live-ops events around activities players already took part in and worked on the balancing with Kurt Eckhardt. Across most events, I compared ways to award points based on the time or resources an activity required. The resources differed by event, and I considered how progression affected the rate at which players could earn them.

Double Relic Drop Gameplay
Towering Defenses Gameplay
Gold Raid Gameplay

I also designed all of the UI/UX. The active event screen showed progress and milestones and led players into the relevant activity. When the event ended, that action changed to reward collection. Competitive events included rankings; individual events used the same layout without the leaderboard control.

Gold Raid
Points for gold looted in PvP battles.
Relic Hunt
Progress through collecting relics in campaign battles.
Remnant Reign
Progress through obtaining remnants from beast summoning.
Towering Defenses
Rewards for building and upgrading defenses.
Double Relic Drop
A campaign event that boosts relic drops.
Event flow connecting available events to participation, reward collection, rankings and the no-event state.
Event flow excerpt: active events, reward collection and leaderboard states
Gold Raid — ongoing event interface
Gold Raid: ongoing event interface
Welcome, Daily Login and Quest Events

I designed the Welcome, Daily Login and Quest events and their UI/UX, and animated the Welcome interface. The event screen brought progress and reward collection together.

Welcome event: animated UI mockup

Generic Hint

Some of our more complex features were being explained through text-heavy pop-ups. I designed Generic Hint to break those explanations into illustrated slides, and created the video mockup to show how the interface would behave.

Designers could choose the images and text, where the hint appeared and whether it opened on a player’s first visit. Players could reopen it through a help button. I also covered the smaller navigation details: hiding unavailable arrows and removing the counter when there was only one slide.

Generic Hint: animated UI mockup

Narrative & Thematic Design

I developed the game’s world and characters through lore and dialogue. I drew storyboards for the first-time user experience and tutorials, and wrote event copy for the App Store and Google Play.

Beast Names, Lore and Spells

I named these beasts and wrote their lore, spell names and descriptions. Mr. Snowman’s story received the most positive response. My writing is shown here with the game’s original artwork.

Mr. Snowman
Mr. Snowman: original Clash of Beasts splash artwork
Rolling Blast

Damages the towers ahead with an icy blast, with a 50% chance to stun the enemies for 5 seconds.

Centuries ago, in a small village amid the serene grandeur of snow-capped mountains, the laughter of children resonated through the crisp, chilly air. Against this wintry backdrop, a group of children were engaged in the age-old delight of building a snowman. While searching for rocks to adorn their creation, they stumbled upon a peculiar orange stone sticking out of the ground, possessing a texture they have never seen before.

They tug this curious object, in hopes of pulling out a precious stone, only to be surprised by its unexpected softness. Before the confusion could settle, a seismic inhale beneath their feet disrupted the snowy ground, propelling the children into the air with a blast of frosty air. Landing on a soft bed of snow, the children, now puzzled but unharmed, looked up to witness the astonishing transformation of the once-inert orange rock.

The orange "rock" unveiled itself to be the beast's nose, as his giant face emerged from the snow, awakened from his slumber by his own sneeze. He looks around and his eyes soften upon looking at the snowman. His eyes then focus on the children, who overcome their shock and start cheering when they realize that their creation exists in a living form. He grins, and stands up, with bits of snow falling off his colossal body as he tries to gain balance. The children squeal "Mr. Snowman!" in excitement, understanding that they have a new friend to play with. Children's love melts the beast's frozen heart, and he embraced his role as the guardian of their happiness.

Ever since then, Mr. Snowman embarked on a whimsical journey through Veren's landscapes, and it is said that he roams Veren in hopes of sharing the same friendship and joy with children across generations.

Macabora
Macabora: original Clash of Beasts splash artwork
Haunting Howl

Macabora lets out a bone chilling howl that echoes across the battlefield, increasing his attack speed by 75% for 7 seconds, with a 50% chance to stun enemies in terror for 5 seconds.

Once upon the Festival of the Night, many moons ago, a particular village in Veren was cloaked in a thick, acidic fog that pricked at the skin and sent shivers down the bravest spines. A group of farmers, in their drunken stupor, stumbled upon an abandoned pumpkin patch. The land once belonged to a sinister man of dark repute who was rumored to be a follower of Slern.

In their intoxicated revelry, they pilfered a few pumpkins to mark the occasion. One of the farmers tripped, causing a pumpkin to fall and break open, releasing an eerie purple mist that seemed to blend into the dense fog. They squinted in the dim light, intrigued by the arcane properties of the pumpkin, trying to focus into the fog. Their curiosity turned to terror as a monstrous silhouette grew from the mist — an embodiment of horror unlike any they had seen before. They froze in fear, realizing the colossal size of the entity with no escape from the immense terror approaching. They watched as the creature's twisted vines reached into their very souls, filling them with unspeakable dread.

Macabora, the abomination, became an unspoken legend. None who encountered this ghastly being survived to recount the tale. The patch, forever tainted, is now a place avoided by all, especially during the Festival of the Night.

Mastodon
Mastodon: original Clash of Beasts splash artwork
Majestic Stronghold

Generates an explosive aura that damages all the targets in the affected region. During this attack, the beast also increases the Defense for all allies and itself by 60% for 6 seconds.

In the early days of Veren, elephants were forced to participate in wars they wanted nothing to do with. Humans believed that the large size and strength of the elephants would give them an upper hand against enemies. These creatures of peace and wisdom were shackled to the horrors of warfare, their once-gentle spirits inevitably developing strong feelings of resentment and anger against humans.

There was a particular elephant that grasped the complex nature of warfare in a selfish world, although knew that making decisions through rage is not the right choice. Adopting a disciplined emotional approach, this elephant learned to redirect his fury and resentment as power in battle - knowing that the path to survival demanded such a choice.

Haala observed this silent transformation and blessed Mastodon, granting him divine powers that transcended his form. Using the newfound powers, the elephant, now Mastodon, broke from the chains, and freed the other elephants during a battle, making it clear that if the battle is between humans, then it must remain between humans.

For millennia, no one knew anything about the elephants' vanishing, but the tale of Mastodon remained to be one of the most mysterious legends of Veren. In the modern day, after Veren split into factions, Haala's devotees kept Mastodon's legacy alive through stories passed down through generations. As the most pious and disciplined faction, they prayed for a beast that would be their beacon of hope during these times of uncertainty.

Knowing that the faction wouldn't stand a chance without a guardian, Haala sent Mastodon to the faction with the promise that the rest of the elephants will be safe forever. With a furnace that shone brighter than the sun, the people of the Haala faction celebrated and welcomed the beast back home with open arms. Mastodon guards the faction, grateful to Haala and her devotees.

Grimstride
Grimstride: original Clash of Beasts splash artwork
Shadow Wave

Stomps the ground releasing a powerful shockwave, dealing damage with a 50% chance to reduce the targets' defense by 40% for 6 seconds.

Following the Battle of the New World against the Gods, Veren fractured into five distinct factions - each devoutly embracing the ideals of their respective Gods.

Slern's followers sought a creature that could instill fear in their enemies. So, in true Slern fashion, leaders of the faction instigated a calculated riot across the city, in hopes of spotting a worthy beast who would be able to stand out amidst the chaos.

Just as the uprising was beginning to get out of hand, the resounding slam of Grimstride's hooves hushed the entire city, with the echoes of his steps resonating through the streets. In that moment, Slern's disciples recognized Grimstride as the champion of their faction – a creature predestined to instill dread within the hearts of all who dared cross their path.

Infernix
Infernix: original Clash of Beasts splash artwork
Flaming Tornadoes

Releases powerful fire tornadoes towards the opponents, with a 50% chance to apply blindness on these targets, which decreases the chance of being hit by 80% for 6 seconds.

Also, it grants all the allies an intelligence boost of 100% for 6 seconds.

Out of the five post-battle fractured factions of Veren, Vorm's followers were the most patriotic. Like the others, they yearned for a beast that mirrored their unrelenting passion, anger, and intensity. An age-old prophecy that described a phoenix-like entity with wings woven from Vorm's fury, only fueled this yearning further. This creature was foretold to stand as the embodiment of the faction's spirit in times of turmoil.

The prophecy gave birth to an annual festival, where devoted followers released floating lanterns of fire into the night sky. These floating flames were not mere ornaments; they carried with them the collective hope and belief that their champion would someday use the lantern's light as a guide back home to them.

Vorm, touched by his devoted follower's unwavering loyalty and faith, used this festive night to present his followers with Infernix. No one really knows what exactly happened that night, but the people of the Vorm faction recount that the lanterns seemed to collide in a celestial ballet of flames that cast a brilliant inferno across the night sky - out of which Infernix was emerged, a creature born of flames and passion.

Azurith
Azurith: original Clash of Beasts splash artwork
Explosive Dive

The beast glides forward, damaging the towers ahead. This gives the whole team a 70% Attack Speed boost for 5 seconds.

In the aftermath of Veren's fracture into factions, the threat of another conflict seemed improbable. However, the Theras faction understood the value of preparedness. Guided by their God's teachings, the devotees used their intellect and organization to build weapons to prepare for any unforeseen threats.

At this point, all factions except for the Theras faction seemed to have a representative beast. This intimidated the Theras followers, who used the uneasiness as a source of motivation to quicken their efforts to forge weapons of defense. The desire to be self-reliant, to hold their fate in their hands, caught Theras's eye.

One night, as the alchemists of the faction were observing the constellations for their work, an unexpected phenomenon seized their attention. Stars danced, weaving patterns in the night sky, and as more of the stars began to converge in the sky, a high-pitched sonic resonance echoed through the sky, causing the alchemists to instinctively cover their ears in pain.

When the noise subsided, they looked up. It seemed though they imagined it all, but when their eyes fell to the ground, cloud of dust was beginning to settle, revealing Azurith, their representative champion. He had flown into their settlement with such speed, it tore through the atmosphere and broke all sound barriers.

Brutusk
Brutusk: original Clash of Beasts splash artwork
Dark Discharge

Releases a powerful explosion damaging all the targets around, with a 40% chance to inflict poison and decrease the targeted tower's attack by 50% for 4 seconds.

Brutusk roared as he emerged from the dark portal, and the cultists who had summoned him cowered in fear, realizing their fatal mistake. They had intended to bring forth Slern himself, to usher in a new era of chaos and destruction. Instead, they had unleashed one of his generals, a monstrous creature from the underground realm, a remnant of the ancient war that had shattered the old world.

As he broke free from the portal that had been his prison for eons, Brutusk sensed the presence of Slern in the distant horizon, calling him to his side. A surge of power and loyalty filled him, and he marched to a new purpose in his life. No longer a slave, but a faithful servant, he would follow Slern's commands and use all his fury to annihilate everything that stood in his way.

Glacialisk
Glacialisk: original Clash of Beasts splash artwork
Hailstorm

Blasts a freezing mist damaging the towers ahead with a 50% chance to reduce their attack speed by 75% for 5 second.

The expedition had been fruitless. A group of explorers in the icy caves were marveled at the sight of glittering crystals of various colors and shapes, but none of them matched their quest, to find the rare Prismatic Crystals. They were on the verge of leaving the cave, descending a wall of ice, when they came across a colossal beast frozen behind it. They gasped in awe and fear, as it was the most splendid and horrifying thing they had ever seen.

The creature was none other than Glacialisk, a legendary beast that had reigned over this land before the rise of humans. According to the legends, Glacialisk was a faithful servant of Theras, but one day, it attempted to usurp her power. Theras was enraged, and punished Glacialisk by sealing it in a prison of ice, where it would slumber for eternity.

Suddenly, the beast's eyes opened, illuminating the chambers and shattering the ice wall. They glowed with a blue light that lit up the whole chamber. The creature was awake, and it was gazing at them. They fled for their lives, while the beast escaped. Being liberated from its ice prison, Theras was willing to forgive Glacialisk and grant it another opportunity to redeem itself, as the beast was mindful of her power and ruthlessness.

The surviving explorers returned to their village empty-handed, but with a story to share with their families and friends for generations to come.

FTUE Storyboards & Camera Direction

I came up with the opening FTUE sequence and its camera direction, and drew all the storyboards shown below.

Storyboard: approaching the beasts through a passage between defense towers.
Approaching the encounter
Storyboard: a close view of the beast emerging through smoke.
Beast reveal
Storyboard: three beast heads above the smoke.
Introducing the beasts
Storyboard: beasts and defense towers exchange attacks.
The first attack
Storyboard: a split frame with a striking claw and a roaring beast.
Action close-ups
Storyboard: beasts face the battlefield beyond the wall.
Battlefield view
Storyboard: an armored character appears beside a dialogue panel.
Character dialogue

App Store & Google Play Event Copy

I wrote promotional copy for in-game events on the App Store and Google Play. This Google Play listing shows one example.

Google Play listing displaying Aditi’s promotional copy for a Clash of Beasts event.
The event listing on Google Play

Digital Art

I painted in-game assets, icons and promotional artwork.

Painted interface assets

I painted icons for progression, battle contracts and feature screens. The research screens below show several of the paintings in the game’s interface.

Painted construction timer and tower icon.
Build speed
Gold contract token with a sword.
Medium contract
Purple contract token with crossed swords.
Hard contract
Painted floating island with a plus sign.
Unlock island
Painted scroll and quill.
Quests
Painted crossed swords.
PvP
Painted wooden coming-soon sign.
Coming soon
Painted phoenix emblem.
Prestige
Research tree showing the phoenix and construction timer paintings in use.
The phoenix and construction timer paintings in the research tree
Research tree showing the scroll and crossed swords paintings in use.
The scroll and crossed swords paintings in the research tree

Jewel Forge assets

I painted assets for Jewel Forge Fest with Daniel Kovacs. These jewels were used throughout the event interface.

Blue painted jewel in a silver frame.Orange painted jewel in a silver frame.Purple painted jewel in a gold frame.Turquoise painted jewel in a gold frame.
Four jewel designs
Jewel Forge promotional image showing miners and coloured crystals
Jewel Forge Fest: promotional image by Aditi Monga

Debuff UI

I created animated UI effects for debuffs. This stun effect is one example, shown alongside its sprite sheet.

Turquoise stun effect circling above a beast.
Stun debuff: animated UI mockup
Stun animation sprite sheet
Stun animation sprite sheet

Game Design Documentation

I rewrote and organised game design documents for designers, QA and developers.

Integration & Localisation

For each feature and event I owned, I prepared the keyed player text, tracked its localisation status with colour coding and entered it into the localisation tool.

Colour-coded localisation table showing player-facing season text, placement notes and masked internal keys.
Season text and localisation status: internal keys obscured
Clash of Beasts

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