Vision & Pillars


  • No two sessions the same​
  • Seemingly infinite replayability​
  • Great built-in social mechanics​
  • One more match (aka: Sid Meier’s “one more turn”)​
  • Post-game social incentives: stats, chat, emotes, lobby, best play of the game, rematch options, “play again with” options, rewards


  • Easy to learn, Difficult to master
  • Low cognitive and skill demand​
    • Example: Control Points (always a feeling of contesting and contributing to an objective)
  • Great readability with clear mechanics and the ability to easily assess the situation​
  • Low Barrier to Entry to Play​, i.e. LoL ARAM mode
  • Low requirements to perform


  • Thematically aligned with Sparkadia’s values: Optimism, Creativity, Empowerment, Okay to Fail (often hilariously)
  • Fun, tongue in cheek, yet heroic and action-based​, i.e. Super Smash Bros
  • Each hero doesn't need to be for everyone, but every hero must be for someone
  • Silliness and alternative approaches to tropes
    • Chef Girl using her sword with chopping techniques, not to cut heads off
    • Loony Tunes - Wile E. Coyote using dynamite and traps without death
  • The first time you see abilities should make you smile and laugh
    • Putting a real life object as a projectile - Snooker shooting a ball with physics bouncing on walls, or throwing a bar stool at enemies


  • Distinct and charismatic characters​
  • More player interactive abilities
    • Not just about pressing Q, but instead holding the button to charge up and release to unleash, and even having a follow-up click for a final strike.
  • Consistent opportunities to showcase player personalities​, i.e Overwatch ultimates/Reaper team kills.
  • Engaging gameplay moments that lead to fond player memories​
  • Comeback moments that can change the course of the game

Characters don't need to be for everyone, but every character must be for someone