All workCase study 03 / 15

MMO Nodes

A crypto game concept and playable prototype, with an economy simulator.

Game design · Product design · Prototype

The "mmo nodes" wordmark in heavy black type and the line "Stake. Level. Earn." on a lilac-to-sky gradient with thin guide lines.

About the project

MMO Nodes ("Stake. Level. Earn.") is a crypto game concept. Players mint characters across eight classes, stake them in dungeons to earn $MMO, level and gear them up, and burn old items and tokens in the Volcano.

The prototype is a full clickable product: landing and lore, dashboard, character and inventory, mint with odds and fusion, quests, PvP and clan wars, raids, the realm map, duels, a marketplace, alchemy, rewards, stats, a token page and a guided first-run tour. It saves progress in the browser and offers a fresh start or a demo account.

The economy simulator runs the $MMO economy forward two years, week by week. Set emissions, player behavior and sinks, then see whether burns catch up with emissions and what that does to price, supply, players and APR.

Status

An interactive prototype with no backend or chain. It started as a response to a job posting and is now being developed as a real product: tokenomics, mint and burn mechanics, and an integration with a trading app.

What was interesting

  1. 01

    A whole product in one file. Seventeen-plus connected screens with saves, a guided tour, a demo account and a 'while you were away' catch-up, so the prototype can be played rather than just viewed.

  2. 02

    Designing the economy, not just the screens. The simulator tests emissions, sinks and player behavior over two years before any token exists, so the game design is backed by numbers.

  3. 03

    Characters drawn from data. Every character, piece of gear and scene is drawn on canvas from data, so new classes and zones don't need new image files.

  4. 04

    Motion with a budget. A calmer-motion pass cut effects back to the few places they matter (cards and the dashboard hero), and one scheduler runs every background timer and pauses them when the tab is hidden.

09 figures
The MMO Nodes landing page, "mmo nodes" over a lilac-to-sky mesh gradient with "Stake. Level. Earn.", a how it works chip and a START button.
Fig. 01The landing view.
The MMO Nodes dashboard, the season banner above three glossy cards, an inventory vault with the MMO balance, the character Merc as a pixel-art mage and a live MMO price chart.
Fig. 02The dashboard, on the demo account.
The dungeons row, four tiered trading cards for Plaguelands, Renzo Castle, Drakonic Isle and Broken Flats with APR, earnings and stake buttons, above raids, guild wars and duels.
Fig. 03Dungeons as foil trading cards, with raids, guild wars and duels below.
The character page for Merc, a pixel-art mage card with experience, gear slots, an equipped staff and a stat radar.
Fig. 04Character, gear and stats.
The summon page, a grid of character classes with odds, a mage card being summoned and a list of recent summons.
Fig. 05Summon a character, with the odds shown.
The Realm, a pixel-art island map with dungeons, raids and landmarks marked across it.
Fig. 06The realm map.
The Volcano, burning items and MMO into the crater, with offering amounts and a feed of recent burns.
Fig. 07The Volcano, where items and tokens are burned.
Protocol stats, glossy cards for supply, circulating MMO and burns with sparklines, a dungeon split donut and a leaderboard.
Fig. 08Protocol stats.
The MMO Nodes economy simulator in dark mode, with preset buttons, emission and player sliders, KPI cards and a price chart rising over two years.
Fig. 09The economy simulator. About 20 inputs, five charts, price through a constant-product liquidity pool.