Not in the spreadsheet; imported from the old project list, to be verified
Avaxtars.
Making a complex blockchain game easier to understand.
We designed Avaxtars’ experience from its marketing website to in-game screens, character and equipment management and mission flows. The team’s game rules and product logic became a consistent interface through which players could understand their options, make decisions and progress.

Website
Need.
Making technical game systems visible and understandable to players.
Avaxtars combined character ownership, equipment, missions, production and progression mechanics with blockchain assets. Players needed to understand what they owned, what options were available and what to do next.
The task was a shared experience language that clarified the extensive rules while retaining the game’s science-fiction atmosphere and sense of discovery.

Character cards

Newsletter and footer
Approach.
Translating game mechanics into user flows.
The product team shared the rules, mechanics and goals; we translated them into screens, states and user decisions. We designed the steps for understanding characters, managing equipment, choosing missions and moving between game mechanics.
Filters and card systems organised the dense inventory. Characters, armour, weapons and other equipment shared a visual hierarchy. Layered information helped players assess complex choices on mission maps, success probabilities and character matching.
We also produced characters, equipment artwork, scenes and illustrations. These assets helped communicate character classes, equipment values and game states as well as building the visual world.
With the product team, we defined flows, interactions, empty states and different scenarios. The Avaxtars team handled development; Pars Design prepared the experience logic and the complete user-facing design system.

Game screen

Inventory
Marketing website.
Introducing the game world from the first encounter.
The marketing website presented the game world, ownership model, characters and mechanics as one story. Its responsive design retained the science-fiction atmosphere on desktop and mobile, sharing colours, typography and components with the game screens.
Character cards, strategy, token and community sections explained the product without overwhelming visitors with technical detail. Marketing and in-game interfaces felt like parts of the same world.
Outcome.
A shared experience language for an extensive game system.
The work brought the website, character and equipment management, inventory, mission map and decision screens into one system. Complex mechanics became a clearer structure in which players could understand where they were and what they could do next.
The project showed how considering product logic and interface design together can make a game easier to learn and use.





