Case study · Personal project · Coming soon to Steam

SpaceWRS: a 4-player couch space brawler

A couch party game for 1–4 players on one screen, with AI bots in the empty seats. Every pilot flies a fleet of hand-drawn ships, each with its own abilities and movement style. I did the game design, UX, UI and art, and wrote the code with Claude Code.

RoleSolo designer, artist & developer
Timeline2024 – present
PlatformPC (Steam) · 1–4 local players
Built withClaude Code, hand-drawn art
Real gameplay: four fleets, black-hole hazards and an angry moon.
Concept

Chaotic on screen, clear in the menus

SpaceWRS is built for one couch and one screen: friends grab gamepads, everyone picks a fleet, and the last pilot flying wins. Matches are short and loud. The design challenge was the opposite of Probuild: the chaos is the fun, so everything around it has to be easy to read in a second, by four people at once, from across the room.

Core loop

What players do, again and again

1 · Build a fleet

Spend credits on ships, each with its own HP, mana, speed, abilities and movement style.

2 · Brawl

Fight in an arena with hazards like black holes. When a ship is destroyed, the next one in your fleet launches.

3 · Level up

Ships level up to 10 and players to 25, which unlocks new ships and hazards for the next match.

UI / UX decisions

Designing the interface

01

Three modes, one sentence each

Party games are picked in seconds, so every mode is a single panel with its rule in one plain sentence: last fleet standing, pick your next ship each round, or two teams with friendly fire off.

Each panel has its own color, and that color comes back in the buttons and menus later.

Mode select with three comic panels: Standard Brawl, Fleet Duel and Team Brawler, each with a one-line rule
Mode select. Standard Brawl, Fleet Duel and Team Brawler, each explained in one sentence, with the A/Enter button prompt.
02

A lobby where four people shop at once

The screen is split into four colored quadrants, so every player has their own shop, stats and fleet, and nobody waits for a shared cursor.

Stat bars (HP, mana, speed) and a one-line role ("fast hit-and-run", "steals health") make it possible to compare ships without reading numbers. AI players and their difficulty are labeled right in the panel header.

Fleet selection split into four colored player quadrants, each with ship cards, stat bars, a description and a Ready button
Fleet selection. One quadrant per player, colored to match their ship and HUD in the match.
03

A HUD four people can read at a glance

The arena has to stay clear, so all player info sits in a thin strip across the top, one column per player in their color. The ship icons double as a fleet counter: destroyed ships turn grey.

Damage numbers pop up over the ship that was hit, so you see the effect where your eyes already are.

In-game screen with four player columns at the top showing name, remaining ships, HP and MP, and ships fighting near two black holes
In-game HUD. Name, remaining fleet, HP and MP for each player. The arena stays open for the action.
04

Teach the controls while it loads

Instead of a tutorial level, the loading screen shows a ship with its three controls drawn around it. The blue and yellow arcs are the same meters players see under their ship in the match, so the first fight already feels familiar.

Loading screen with a hand-drawn ship and labels for primary weapon (RT), secondary fire (LT) and ability (A)
Controls on the loading screen. Primary weapon, secondary fire and ability, linked to the meters shown under the ship.
Fleet Duel round screen where each player picks their next ship from a list showing HP and mana
Fleet Duel, between rounds. Each player picks their next ship. Destroyed ships are greyed out, and AI players are labeled.
Results screen: Player 1 wins, damage dealt per player, crossed-out destroyed ships, and Rematch, Change Fleet and Quit buttons
Results. Damage and destroyed ships per player, then one step to a rematch.
Art process

From AI concept to final style

I used generative AI early on to explore layout and mood quickly. The first fleet screen concept was a parchment, storybook style. In the end I went with a bold comic style: thick outlines, strong player colors and slanted panels. It reads better from the couch and gives each player an obvious color.

Early AI-generated concept of the fleet selection screen in a beige parchment style
AI concept. Parchment style: the layout worked, but the player colors got lost.
Final fleet selection screen in a bold comic style with four colored quadrants
Final. Same structure, with each player owning a strong color and much larger ship art.
SpaceWRS main menu with the comic logo, Play, Options and Quit buttons, and illustrated ships: a swordfish, a chicken, a toilet and a cow
Main menu. The characters and ships are hand-drawn. Some menu ship illustrations were generated with AI from my own hand-drawn designs.
Development

Building it with Claude Code

I developed the game with Claude Code. As the designer I could turn a decision straight into a working build, play it the same day and change it again, without a handoff in between.

Launch

Coming soon to Steam

SpaceWRS is in its final stage before release on Steam.

What I learned: building the screens I designed changed how I design them. When each one cost me real build time, I cut everything that didn't help the player, and the menus got simpler and faster.