A connected game world,
built for progression.
The second chapter of BabyDoge’s Telegram game expanded a simple tapping experience into a city, battle passes, bosses and reward systems. I led the design work with two junior designers.
Beyond a simple tapping loop.
The first game centered on tapping. Chapter II introduced a broader experience: a city to develop, progression to follow, bosses to face, and rewards to unlock.
The design challenge was connecting these systems so players could understand where they were, what they could do next, and how one action contributed to the wider game.
One direction. A shared design effort.
I led two junior designers, allocating work across game areas and reviewing their designs. My role included maintaining consistency in the visual language and interaction patterns as the product expanded.
The game designer shaped most core mechanics. My own contribution included battle passes and loot boxes, alongside the product’s design work.
Divide the work without fragmenting the product.
Allocate design tasks by game area, then use reviews to align navigation, component behavior and visual hierarchy.
Build a reusable foundation.
Use shared components, styles and tokens to keep related screens consistent and support continuing feature work.
Make the systems feel connected.
Give progression a place.
The city provides a visible strategic layer, where buildings and upgrades make development tangible. It connects the moment-to-moment game with longer-term progression.
Make reward systems understandable.
Battle passes and loot boxes add progression and reward opportunities. The design story centers on how players discover rewards, understand the available actions and move through those flows.
Keep the game readable as it grows.
Shared navigation, clear resource displays and consistent action patterns help organize multiple game areas within a compact Telegram interface.
Different activities. One visual language.
The wider game experience includes additional activities such as a wheel and a Flappy Doge mini-game. Their interfaces use the same world and navigation language while giving each activity a distinct interaction.
A launched second chapter.
Live and stable.
The second game was launched and is operating as a stable product. This case demonstrates design leadership, a reusable interface foundation and the work of connecting multiple gameplay systems.
