The Jungle Book: Creative Direction for a Mobile CCG | Rakesh Patibanda
The Jungle Book: Creative Direction for a Mobile CCG
Gamification Design

The Jungle Book: Creative Direction for a Mobile CCG

The Problem
Licensed mobile games had a reputation for being cynical cash grabs — poor design, mismatched aesthetics, and mechanics that ignored the source material. Building a CCG faithful to the Jungle Book IP while meeting IP holder guidelines and sustaining a viable monetisation model required resolving three genuinely competing goals.
My Role
Creative Head — designed all menu navigation flows, directed the art team against DQE IP guidelines, and designed monetisation features balancing revenue with long-term player engagement.
Outcome
A collectable card game faithful to the Jungle Book IP with a coherent navigation system, a full suite of game assets produced under strict IP holder guidelines, and a monetisation model designed to increase engagement without compromising player sentiment.
Organisation
GoLive Games Studios
My Role
Creative Head
Team
Art team, development team, DQE (IP holders)
Timeline
2011–2015
Key Constraints
Strict IP guidelines from DQE; needed to satisfy IP holders, delight players who grew up with Jungle Book, and generate sustainable revenue — three goals in genuine tension with each other.
1

The Problem

Licensed mobile games had a reputation problem — either cynical cash grabs with IP pasted on top, or faithful adaptations that failed commercially because monetisation was an afterthought. The challenge was designing a game DQE would approve, that players who grew up with Jungle Book would connect with emotionally, and that had monetisation mechanics sophisticated enough to sustain the business without burning player trust.

As a CCG, the design also needed to solve the core tension: cards need to feel collectible and scarce enough to drive spending, but accessible enough that new players don't feel locked out of the core game loop.

2

My Approach

I began by designing the complete menu navigation flow — a complex decision tree covering all game states, user paths, and decision points from onboarding through to advanced deck building and battle. This flowchart became the source of truth for the development team.

For art direction, I worked closely with DQE guidelines to ensure every asset was faithful to the IP while optimised for mobile screen sizes. For monetisation, I designed features that made spending feel like meaningful progression: the in-game shop, spell selection mechanics, and active deck system created natural moments where spending felt like a choice rather than a requirement.

3

The Work

Produced the full menu navigation flowchart covering all game states. Directed the art team to create character cards, jungle shop UI, spell selection screens, battle report screens, active deck interface, tutorial/dialogue screens, and the isometric game world. Designed the monetisation feature set including in-game economy, reward structures, and purchase moments. Used Figma, Draw Express, and XMind for navigation flows; Photoshop for wireframes; Unity 3D for scene setup.

4

Evidence of Impact

Delivered a mobile CCG satisfying DQE IP requirements while creating a coherent, engaging game experience. The navigation system gave the development team a clear implementation roadmap. The monetisation design balanced revenue generation with player engagement — building on a collaborative IP model demonstrating a scalable approach to licensed game development in an era when content IP was becoming a key competitive differentiator.

5

What I'd Do Differently

I'd build the monetisation design into the core game loop from day one rather than layering it on afterwards. The most durable monetisation in CCGs comes from mechanics that make spending feel like progression — I'd spend more time playtesting the economy before art assets were locked, since changing card balance after art direction is complete is enormously expensive.

Skills & Methods

Creative Direction Game Design Monetisation Design Navigation Flow Design Art Direction IP Compliance Unity 3D Figma Photoshop
← Back to Industry Portfolio