Florian Charnacéhi@fliich.work

4.5 years in one case

Illuvium

One brand across 3 games and everything around them.

Role
Senior Designer, then Lead, then Head of Design.
Scope
Brand, game UX/UI, product, marketing
Team
Grew from 2 to 5 Designers
Shipped
3 games, launcher, marketplace, sites
An armoured Illuvium Ranger leaps through a night jungle swinging a flaming blade, flanked by two creatures

I joined to design a staking app. 4.5 years later I owned the design of every surface the company shipped, and the team that made it.

Illuvium was building 3 games at once. An open-world creature collector, an auto-battler, a NFT collection game, and a city builder title. Different genres, different art directions, different teams inside the same company.

All of them had to feel like Illuvium, all of them had to be playable by people who, for some, had never opened a crypto wallet.

Everything I did there was a version of that problem:
how do you hold a visual identity together across surfaces that have every reason to drift apart, without flattening what makes each one good.

What I worked on

Brand

ILV and sILV2 token identity · Logo system across socials, Web and Merchandise · Brand guidelines · Launch moments · Merchandise

Product

Staking app · Game launcher · Marketplace · Wallet and asset flows · Onboarding

Games

UX/UI across 3 titles · In-game HUD and menus · Game design system · iOS/Android game UX/UI

Web

Marketing sites · Landing pages · Staking app · Vesting platform · Marketplace

Team

Design team from 2 to 5 · Hiring · Review process · Design system governance

01

A Design System that four games could actually use

Game UI resists design systems. Each title has its own art direction, its own camera, its own reasons to break a grid. The first version was one component library and one visual language, applied top down. Game teams overrode it constantly. It described what we wished were true rather than what shipped.

The version that worked split into two layers. A structural spine that was non-negotiable, covering spacing, type scale, interaction patterns, focus and input states. And a skin layer each game owned, covering colour, texture, frame treatment and motion. Teams got real authority over the surface, and players still moved between titles without relearning anything.

Game UI Design System →

Tooltip components for Illuvials, Illuvial lines and Rangers, with stats, affinities and level bars on a dark UI

02

The launcher

The launcher was the only surface where all four games sat next to each other. It was where the coherence problem stopped being theoretical.

It carried more than installs: account and wallet, asset ownership, news, updates, and the first thirty seconds of a new player's relationship with Illuvium. I designed it to lead with play and keep the Web3 machinery available but out of the way, so the entry point did not read as a finance product.

Game Launcher →

Launcher collection screen showing Illuvial tiers, recent captures and a Ranger standing on a glowing platform

03

Leading the team

Team size
2 to 5 designers
Time as lead
4 years
Surfaces owned
Games, launcher, web, brand
Working model
Fully remote, global

I moved from Senior Designer to Lead to Head of Design in 18 months, which mostly meant learning where to stop designing myself. I hired for range rather than specialism, because a small team covering four games cannot afford anyone who only does one thing.

What I held onto: reviewing every surface before it shipped, and staying hands-on with the brand. What I let go of: being the person who made the files. The design system existed so decisions did not have to route through me.

04

Brand at the speed of a live community

Alongside the product work I owned the brand as it was used publicly: launch moments, social assets, the marketing sites. In a game community the brand is not a guideline document, it is whatever people saw this week.

The volume was the constraint. I built templates and asset kits so the team could produce quickly without every post becoming a design review, and kept a small set of things genuinely fixed: logo behaviour, type, the way game art was framed.

Marketing Socials Assets →

05

They asked me back

I left in October 2025. In December the founders brought me back to work on Illuvium Deathmatch for a few months, handling branding, art direction and product design for the new title through June 2026.

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