Finding the right "look" for Purgatory isn’t as easy as it sounds. When we first began developing A Life In Purgatory in August 2024, we knew the visuals had to match the game's core philosophy: a mix of high-stakes strategy and light-hearted deception.
The journey to our final character designs—from the mischievous Imp to the imposing Satan—was a long and winding road. Here is a look behind the curtain at how we found our visual identity.
The "Zany" Beginnings
Our very first concepts were incredibly simple and "zany." We wanted something that felt approachable and whimsical. However, once we saw the art on the cards, it felt too simple and almost silly. It lacked the weight and personality needed for a game where you're fighting for your soul (or at least your life tokens). While the vibe was fun, it didn't capture the strategic depth we were building into the mechanics.
The "Hyper-Detailed" Detour
We then swung to the complete opposite end of the spectrum: a hyper-detailed animated style. These designs were stunning, but they were almost too specific. The art was so over the top that it became distracting, making the cards feel cluttered and uninviting for a casual game night. We realized that in a game where you're constantly reading your opponents' faces for lies, the cards shouldn't be so detailed that they pull all the focus away from the players themselves.
Finding the "Goldilocks" Zone
We experimented with various "standard" animation styles, but nothing felt quite right—until we landed on our current visual identity. We chose a style that balances fun and simplicity with just enough detail to look professional and polished.
Our final designs, like the Imp and the Chosen One, feature bold lines and expressive faces that pop off the table. It all fell into place when we saw the first character design, which was in fact the Imp. This "fun yet detailed" look ensures the game remains inviting to new players while still feeling like a high-quality, premium product. It allows the character's personality to shine through without making the gameplay feel over-complicated.
Art with a Purpose
At the end of it all, it all boiled down to one thing, which audience would the image suit? If we chose certain images it almost seemed to specifically target certain audiences and not others, we wanted a design that was fun and inviting for as many people as possible.
Which character's design is your favourite? Whether it’s the fierce Demon or the serene Angel, each one was crafted to bring a little more life (and a lot more strategy) to Purgatory!
Click this link to view some of our current characters!