Castle Siege brought Age of Empires to the iPad, in the spirit of Clash of Clans. The series had only ever been on PC, and it was one of my favorite games growing up.
I was the only UI/UX designer on the team, so I owned all of it: the research, adapting the framework for touch, the flows, and the art style. Much of the framework came from existing patterns in the Age games and Clash of Clans; my job was simplifying the Age flow for quick touch play, and giving it an art style that felt like Age of Empires rather than every other iPad game.

Building and attacking became separate modes so players could focus on one at a time. Build mode went through many rounds to feel fast on a touch screen, keeping actions close to where your hands rest on an iPad.




RTS games are all about maximizing your resources, so the economy needed a system built for touch.






Everything you build leads up to the fight, so attack mode got its own focused space.




I wanted the interface to feel like part of Age of Empires rather than every other iPad game, so I started with history: carved stone, since so much of the game is about building; stained glass, to give buttons their own flair; and historical relics with religious or mystical meaning for the special artifacts.

The final elements feel like an iPad game and like Age of Empires. I also proposed that the interface change as you age up into later centuries.
