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TAIXU · Game UX & systems

A bot-building auto-battling MMO.

TAIXU is an online bot-builder, idle MMO and automated battler. I’m designing and coding the game, from equipment stats and interfaces to the world’s lore.

Independent project · Iterating in alpha

TAIXU training interface with the selected bot panel open

The challenge

Balance active and passive play, deep build-crafting and social systems without making the game’s choices unreadable.

My contribution

Product direction, world and rules, interface design, technical prototyping, implementation and testing.

Current state

An evolving alpha, with ongoing polish and targeted technical checks as the systems grow.

01 / Design changes

Make wear and bonuses part of the decision.

The habit the system encouraged

A damaged part could stay equipped while its contribution quietly fell. Repair was easy to postpone because the cost of waiting was hard to read.

The loop I was designing

Wear should create a real choice: keep pushing a build, swap equipment, or spend resources to restore it before the next fight.

TAIXU refit bench showing the selected bot's stat breakdown

Show what changes the decision.

Base values, equipment, wear and affinity appear as a breakdown. The total still matters, but the player can see where it came from and what will change it.

Depth with explanation, not a hidden formula

Before / repairs could wait

Wear changed the result without making the repair decision feel immediate. The player had to infer too much from the final number.

After / strategic repairs

The interface separates base, gear, wear and affinity. Repair becomes an understandable trade-off instead of a hidden tax.

02 / Progress & next steps

Technical checks passed. Player understanding comes next.

143 / 143 focused checks

Selection stability passed native and headless regression checks across desktop, landscape and portrait viewports. That verifies the implementation, not its usability.

Next / observe the first session

The next useful evidence is whether a new player can explain the loop, compare a worn build and recover when something goes wrong.

Project walkthrough · planned for 5–7 minutes

The decisions behind TAIXU.

TAIXU competitive registry interface, planned walkthrough poster

Recording to be added

5–7 min · Captions and a transcript will accompany the recording.

Planned chapters

01 / Context

The player, the core loop and the design problem.

02 / Decisions

Making stats, choices and consequences legible.

03 / Iteration

What changed, how it was checked and what comes next.

Explore the other side of the practice

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Retail systems · responsive UX

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Prototyping JB POS for store teams.

A self-initiated desktop and PDA exploration made alongside my work at JB Hi-Fi.

Explore case study →

Working on something cool?

Need a designer, have a role in mind, or want to talk through an idea? I’d love to hear from you.