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Case Study 01 · Draw Match · Pre-Production Validation

Marketing-led creative validation before product definition

Transform a physical card game into something an audience would understand and want to play — starting from an office-table prototype with no visual identity, no art direction, no digital assets. The visual language, character, gameplay framing, and emotional tone all required origination.

Pipeline speedup (35→6 days)
20+
Concepts validated
5
Lines-of-comms angles
5
Creative pod
Draw Match — pre-production marketing creative
Role
Associate Art Director, Motion Design
Stage
Pre-Production, Concept Validation
Team
5 Creatives — Motion, GD, 2D, Storyboard
Partners
Performance Lead · Marketing Analyst · Product
Key Constraints
No art style guide Near-zero asset budget No digital assets at start Started from a physical card game Mechanics still evolving No locked character design Parallel product development
01 — The Situation

The starting point was minimal — an office-table card game and rough prototype, with no visual identity, art direction, or digital assets to build from. This differed from refining an existing project. The visual language, character, gameplay framing, and emotional tone all required origination. The only reference was the feeling the physical game produced during play. The team's responsibility was understanding that feeling clearly enough to reconstruct and amplify it in marketing creative — while maintaining integrity to inform parallel product development.

Everything — the visual language, the character, the world — had to be built from first principles.
02 — Reading the Team

The team possessed capability but lacked clear direction in an ambiguous environment, causing their strengths to diffuse rather than compound. Individual designers were strong; collectively, they hesitated to commit without decisive guidance. Skepticism existed about whether coherent work was possible without a finished product reference.

The first responsibility wasn't creative — it was organizational. Establishing what kind of project this represented and reframing the team's actual role shifted the dynamic from skepticism to focused problem-solving.

03 — Building the Creative

Character development: the product team's 3D asset lacked expressiveness and warmth for a casual audience. Rather than waiting for product resolution, I instructed the team to rebuild character direction independently using Nano-based prompting and Kling AI animation — treating AI-assisted workflows as legitimate creative concepting, not workarounds. The pipeline replaced a traditional 35-day character + animation cycle with a 6-day workflow we could test against.

Motion language: card flip dynamics required exploration across multiple dimensions. We tested a spectrum from heavier, physically weighted movement to faster, snappier dynamics. Higher energy felt frantic; lower energy felt slow. The solution balanced tangibility and satisfaction with effortlessness.

Store creative: screenshot work demanded different visual thinking than video. Each screenshot's specific job was defined before considering visual approach. An Art Director was brought in to elevate execution quality while maintaining continuity of vision.

We weren't extending someone else's vision. We were determining what the vision should be.
04 — Creative and Performance Working as One

The Performance Lead worked throughout the build rather than downstream. As sections took shape, he gathered genuine reactions from colleagues and brought observations directly into creative sessions. This integration converted feedback into live creative input rather than revision gates — and created development opportunities for the senior motion designer through direct exposure to performance thinking.

05 — When It Landed

The clearest confirmation came when the final draft was shared studio-wide. Product and art teams working in isolation saw the game as a unified whole for the first time. The video established creative and motion language that subsequent work built upon, evolving into structured line-of-communication testing across 5 angles. This created a scaled creative operation with directional clarity that carried through product launch — not validating a single concept but establishing infrastructure for sustained, purposeful experimentation.

06 — What This Project Required

Beyond visible motion and art direction skills, this required creative leadership in an environment with no established foundations. Establishing motion standards, recognizing when invention was appropriate, executing invention at a quality level withstanding scrutiny, and keeping a capable team oriented toward coherence despite ambiguity's natural drift tendency.

The model developed — marketing creative as validation infrastructure, directional input, and the assembling of coherence before product completion — shapes ongoing creative leadership thinking across early-stage teams.

Credits

Creative + Art Direction by Yaseen Malik. 5-creative pod in Bangalore (motion, GD, 2D, storyboard). Cross-functional partners: Performance Lead, Marketing Analyst, Product. At Gameberry Labs.

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