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Case Study — Contract Work

Designing a fantasy world with no art at all

Belavi turns your goals into an RPG (role-playing game) style quest. As a gamer myself, I know fantasy worlds are usually built through art and character detail. Here, I had almost none of that. Just text and whitespace.

Role
Product Designer (Contract)
Timeline
November 2025 (2 weeks)
Status
Early stage, paused

The Brief

Belavi reframes goal-setting as a story: your biggest goal becomes your "epic mission," broken into small, achievable "quests" that build toward it. The idea is that small, consistent steps eventually add up to something big, the way a single drop eventually becomes an ocean.

Came in as contract designer, working with a PM who had already sketched the product's logic in wireframes. My job was to study those wireframes, understand the intended experience, and design the first real set of high-fidelity screens.

Example: an epic mission like "become a global speaker" gets broken into a first quest, then the next — small wins building toward the larger goal.

The Hardest Problem

As someone who plays games myself, I know fantasy worlds are usually built through detail: art, characters, rich world-building. Belavi's brief asked for that same fantasy feeling, but inside a minimalist interface. Almost none of the usual tools were available to me.

The real problem was making a fantasy world feel present using mostly text and whitespace. Language, typography, and color had to do most of the work that art normally does: how a "quest" was named, how progress was worded, how much restraint the layout could hold before the fantasy feeling disappeared completely.

Status

Two-week contract, scope delivered. Early-stage build, currently paused.

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