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Independent side project · Jul 2024

Badger Town

A location-based collection game where exploration, character customisation and dynamic digital ownership become one journey.

  • Consumer
  • Location-based
  • Dynamic NFT

Explore · collect · customise · own

The Badger Town city map of Madrid with discoverable targets
The player’s inventory of collected wearable items
A congratulations screen for a newly collected item
Role
UX/UI co-design with the technical founder
Timeline
Jul 2024
Status
Launched · short lifespan
Scope
Onboarding · Map and proximity mechanics · Collection systems · Dynamic NFT customisation · Reward logic
01

Context

An independent side project, shipped

Badger Town was an experimental location-based game launched in July 2024 by a fintech technical founder. Working with him, I co-designed a mobile experience that connected city exploration, clue solving, collectible items, character customisation and dynamic digital ownership.

The product needed to make a technically complex journey feel playful and coherent. Players had to understand where to explore, how to collect items, what each item changed, when a wallet interaction was required, and how their progress unlocked new rewards.

02

The loop

Seven behaviours, one journey

Product loop

  1. IdentifyENS or ETH address
  2. Catch a Badgeryour character
  3. Explore the mapcity-scale
  4. Open a clueapproach a place
  5. Collect an itemwithin 500 m
  6. Build an outfitfrom inventory
  7. Update the NFTand unlock rewards
The map is not decorative: it structures discovery, proximity, clues and collection. The blockchain is part of the product’s behaviour, not a label on top of it.

The welcome screen introducing the game after a Badger is caught
Catch a Badger
The city map with discoverable targets
Explore the map
An out-of-range message stating that the player must be within 500 metres
Get within range
A congratulations screen for a collected item
Collect the item
03

Onboarding

Reduce wallet friction without hiding the requirement

Decision 01

Separate identity, browsing and full participation

The tension

Wallet connection is the highest-friction step in a consumer product like this, and putting it first turns a curious visitor into an immediate dead end. Hiding it entirely is worse: people discover the requirement after investing effort.

What I chose

Players could identify themselves with an ENS or ETH address and defer the wallet connection, with an exploratory path available before they had even caught a Badger. When connection was finally needed, the sequence exposed two explicit steps (connect the wallet, then sign a message) rather than one opaque action.

The identify-yourself screen offering login or connect wallet
Identify · wallet deferred
Step one of two: connect your wallet
Step 1 · connect
Step two of two: sign a message
Step 2 · sign
04

Space

Proximity, clues and irreversible actions

The experience makes location constraints explicit. When a player is outside the collection radius, the interface says so and states the rule (you must be within 500 metres) instead of failing quietly.

Hints could be consumed and then closed permanently, so the product adds a confirmation step before that information disappears. The value here is not the map illustration: it is the handling of spatial rules, irreversible actions and proximity feedback.

A confirmation dialog warning that once closed the hint cannot be viewed again
Closing a hint is irreversible, so it asks first
An out-of-range message explaining that the player must be within 500 metres
Out of range, with the actual rule
05

Ownership

Making a dynamic NFT update understandable

Changing an outfit was not a UI preference. It rewrote what the player owned.

Decision 02

Show the consequence before asking for the signature

The tension

Saving a new look required blockchain actions that removed the previous outfit and applied a new one. A single Save button would have asked people to authorise a transaction whose result they had not seen, and whose failure mode they could not predict.

What I chose

The flow separates preview, wallet connection, removal of the previous outfit, application of the new one, loading, confirmation and optional sharing. It also protects the player from losing unsaved changes and supports reverting to a previous configuration.

A preview of how the Badger will look, asking to confirm the update
Preview and confirm
A two-step explanation of the transactions required to remove and apply an outfit
Two transactions, named
A warning that leaving the section will lose all unsaved customisation changes
Unsaved changes, guarded
A dialog offering to revert to the previous outfit
Revert to the previous outfit
06

Progression

Collections turn exploration into a visible goal

Collection sets gave exploration a shape: recent items, grouped sets and visible progress. Reward eligibility was then explained as a checklist of the collection and customisation actions still required, never as a locked box with no stated condition.

Collection overview with recent items, grouped sets and progress
Collection progress, and the sets still open
A locked reward showing the checklist of actions still required
Locked · with the list of what is missing
An unlocked reward with every required action checked
Unlocked
07

Outcome

What shipped, and what I would change

The product launched as an independent side project in July 2024 and had a short lifespan. What follows is a reflection on the interaction model, not a claim about scale.

End of case

If your product has more rules than screens, we should talk.

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