The challenge
What needed to change.
The game needed a credible public home before launch: a brand, a story, and a clear path from first visit to community member to holder.
No identity yet
The game had characters and a world, but no brand to carry them.
A story to tell
The lore and classes needed a place players would actually read.
A path to holders
Visitors needed a reason and a route to join the community, then mint.
What VTS delivered
From decision to delivery.
Everything a player sees before they mint.
Brand identity
A dark-gothic visual system drawn from the game's world.
Marketing site
Lore, classes, roadmap and team across multiple pages.
Community funnel
A clear route from the website into the game’s community.
The product flow
- 01
Visit the site.
- 02
Explore the lore and the classes.
- 03
Join the community.
- 04
Mint.
Project facts
Project facts
Brand identity, a multi-page marketing website and the route into the community. Game engineering is outside this case study’s scope.
Working together
How we engaged.
Fixed scope, set in a product requirements document before the work started, then designed, built and handed off.


