Case Study
RUNVIK – Dice deserve a costume
RUNVIK turns standard RPG rolls into cinematic rituals by pairing physics-based dice, story-led sound, and collectible skins.
Overview
We built RUNVIK for players tired of generic dice apps. The MVP focused on quick access to themed sets, tactile feedback, and a teaser shop that hints at future drops.
Problem / Goal
- Most dice apps feel like calculators; we needed something cinematic yet performant.
- Players wanted curated bundles (e.g., “Frost Mage”) instead of scrolling through endless skins.
- Storefront had to tease upcoming merch without delaying launch.
My Role
UX flows, haptics plan, shader direction, and marketing site snippets.
Constraints
One iOS engineer, real-time lighting limits, and the need to stay under 200 MB.
Process
- Wireframe → storyboarded the roll experience, from character select to result share.
- UI → blended Norse typography with modern controls to keep things readable.
- Shipping → delivered shader presets, particle references, and an editable shop CMS in Airtable.
Outcomes
- Players spend ~2 minutes dressing dice before the first roll, which keeps them in the fantasy.
- Shop waitlist gained 500 signups in week one with the teaser prompt.
- TODO: add metrics after the next release.
Gallery
Next Steps
Expanding skin packs, opening the shop, and building co-op roll streams. Have a game or tool that needs the same treatment? Let's plan it.