Independent Creative Exploration// DARK MATTER GRID / CASE STUDY 04

PRODUCT / BRAND / EXPERIENCE

ARCHITECT

A self-initiated Commander deck-building product that turns scattered game data into guided practice. A campaign and community extend the brand.READ THE STORY ↓
Architect deck box, dice, cap, and branded tabletop objects
DISCIPLINEPRODUCT / BRAND / EXPERIENCE
ROLECONCEPT + BRAND + UX DIRECTION
PROJECT TYPESELF-INITIATED CONCEPT / 2026
PATHPRODUCT → CAMPAIGN → SPONSORSHIP

WHERE I STARTED

A deck can look right and still fail.

Commander players make decisions across scattered sources, then find the weakness at the table. I built Architect around that gap. The proposed flow starts with the player’s constraints and makes room to test a deck before buying more cards. Recommendations also need to explain their reasoning, especially when budget and power goals pull in different directions.

THE CHOICE

“Treat deck building as architecture. Set the constraints and build, then stress-test the deck and refine its structure.”

WORKING THROUGH IT

Make the recommendation understandable.

01

CONSTRAINTS FIRST

Start with the player’s commander and power goal. Budget and cards already owned set the limits of the recommendation.

02

SOURCES WITH PURPOSE

Scryfall and EDHREC inform recommendations, with tournament signals adding context players can understand.

03

TEST BEFORE BUYING

Play tests and combo checks expose weaknesses before players spend money. Versioning records what changed.

04

THE META MOVES

Monitoring and swap recommendations keep the deck responsive to a changing environment.

THE IDENTITY

Build less. Win more.

Architect gives measured decisions a visible structure. Its quiet identity treats deck building as composition.

PRIMARY IDENTITYARCHITECT logo
BRAND THESIS

Build less. Win more.

TYPE 01BUILD LESS. WIN MORE.
GEISTPRODUCT / DISPLAY
TYPE 02POWER TIER // 04
GEIST MONOCARD DATA / SYSTEM STATUS
VOID#11131AWORKSPACE
ARCANE#8B5CF6ACTION
PAPER#E6E7EBTYPE
SLATE#30394CDATA

THE VISUAL LANGUAGE

FOLLOW THE DECK PLAN INTO THE DESIGN.

Card plans and probability rings appear in the illustrations. Dice geometry carries into physical objects, with violet resin and acid-lime details kept against graphite surfaces. The wordmark stays consistent across them.

APPLICATION

ONE SIGNAL. EVERY FORMAT.

The campaign puts a deck problem in front of the player, then shows how Architect could help examine it. Carousels carry the explanation. Short motion and creator kits bring it into the launch. This is a speculative expansion of my independent project.

EXPERIENCE

THE PRODUCT BECOMES THE EVENT.

Two speculative event concepts extend the product: an intimate Commander Night at Hex&Co. and a larger Commander Lab at a Magic: The Gathering event. Neither is real client work or an active sponsorship. No partnership has been announced.

01

SOCIAL LAUNCH

Show the recommendation in a carousel, then use a short motion sequence to explain what changes in the deck. Creator kits can give players a version to try together.

02

HEX&CO. COMMANDER NIGHT

At the proposed Hex&Co. night, table signs identify the sessions. Players would leave with a printed deck review, with registration and live standings available during the event.

03

THE COMMANDER LAB

A speculative Magic: The Gathering event activation lets players scan a deck, see its curve and synergy, test a hand, and leave with a printed refinement plan.

04

THE TABLETOP SYSTEM

Keep the wordmark visible on the playmat and deck box. Dice and counters use the same violet and lime details.

LIVE EXPERIENCEOPEN ARCHITECT ↗

WHERE THE CONCEPT STANDS

The product gives the campaign its job.

Architect brings the deck-building idea into a consistent interface and brand. The event concepts let players imagine using it together. They are speculative extensions. The product case depends on showing how its recommendations work and where their limits are.

OPEN ARCHITECT ↗