Project Overview
One Night Werewolf is a character icon system for a social deduction party game, extended into a mobile game prototype. In a team of two, I designed all six role icons and the voting screen, then built a clickable Figma prototype with a reusable component system.
4 Weeks
Industry
Games · Social Party Games
Services
Graphic Design
Challenges
Six characters had to feel like one family, read instantly at small sizes and stay distinguishable for colour-blind players. The game is also built on secrets, so the interface had to guide every round without giving anyone's role away.
Achievements
Built a modular icon system: shared eyebrows, eyes, noses and tools combine into six roles, each constructed on a golden-ratio grid.
Checked every icon for deuteranopia, protanopia and tritanopia, and used role labels, props and shapes so nothing relies on colour alone.
Applied one visual system to a printed card deck and a mobile game UI.
Built a 14-screen Figma prototype with reusable components: player avatar states (default, selected, speaking, eliminated, disabled), a live countdown, role cards and animal-folk player characters.
Spotted a flaw in my first voting screen, which showed every player's role, and fixed it by hiding identities behind animal characters until the final reveal.
Process
Research: mapped each role's ability and personality in a mind map.
Mood board: set the direction (contrast, geometry, game, magic) and what to avoid (childish, cute, high detail).
Sketches & icon features: drew each role, then broke the faces into a shared library of eyebrows, eyes, noses and tools.
Construction & colour: built every icon on a golden-ratio grid and documented each palette in HEX, RGB, CMYK and Pantone.
Accessibility check: tested the full set under three types of colour blindness.
Applications & prototype: designed the card deck, then built the game flow in Figma with components, Smart Animate and timed transitions.
Clients.

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