Daniel Szilagyi
Games

NFL Matchups

Art Lead on one of the first mobile card battlers built around live NFL player data, leading a team of 15 artists to ship a flagship title for DeNA's newly established Vancouver studio in under five months.

ClientDeNA Studios Canada
RoleArt Lead
Timeline2012 – 2013
ToolsPhotoshop, Illustrator, Flash, Premiere Pro
NFL Matchups splash screen featuring real NFL players and the official game logo

The challenge

Mobile sports gaming in 2012 was unsettled territory. Japanese free-to-play mechanics were being translated for Western audiences for the first time, and nobody had convincingly answered the question of whether sports fans would embrace the collect-and-battle card game loop. NFL Matchups was DeNA Vancouver's attempt to answer it definitively.

The core concept replaced the fantasy staples of card battlers with real NFL athletes. Hundreds of active players alongside retired legends needed to feel like genuine collectibles, each with their own identity, rarity tier, and statistical weight. The card design system had to make Tom Brady and Adrian Peterson feel as compelling to collect as any legendary game character.

The more unusual challenge was the live data layer. NFL Matchups was one of the first mobile games to dynamically pull real-world performance statistics into its gameplay loop. Every Tuesday, the game updated player card values based on the prior weekend's actual NFL results. A wide receiver with a three-touchdown game would receive a statistical buff on their card the following week. Designing a deck management system, trading interface, and player stats UI that could handle fluid, weekly value changes driven by external data feeds without confusing the player was genuinely new territory.

My role

As the first Art Lead hired at DeNA Vancouver, I joined as one of the studio's founding 15 employees and was responsible for establishing the visual and design foundation of the game from concept through to market release.

My work covered the initial core design, layout, and structure of the full interface, art direction and look and feel across all UI systems, and early animation and prototype work used to align the team and get direction approved before production scaled. Once the blueprint was in place, I led a team of approximately 15 in-house artists to execute the full card library, with designs structured across rarity tiers, teams, player types, and statistical categories.

I also worked directly with both the NFL and NFL Players Inc. throughout the project to ensure all treatments of their intellectual property were correctly licensed and compliant, from team logos and stadium art through to individual athlete likenesses across more than a thousand cards.

Tom Brady card — Uncommon rarity tier
Rare card reveal — new card acquisition flow
Home screen
Game start
Live match view

Strategy and depth

A core design challenge was making the tactical layer feel genuinely meaningful without overwhelming the player. The formation system let coaches set offensive and defensive schemes before kickoff, with the depth chart allowing fine-grained control over which players lined up where. At halftime, the interface presented the first-half result and gave players the opportunity to adjust their formation and spend energy to counter their opponent's strategy. These decisions had real consequences, which required a UI that surfaced complex information clearly under time pressure.

Deck management
Formation selection
Depth chart
Card evolution
Skill acquisition

Promotional design

Beyond the in-game UI, the role extended to marketing and promotional materials used to communicate game mechanics to new players and drive engagement around key events like the weekly league cycle and in-app pack releases.

League event promotional banner
Halftime strategy tutorial banner

UX process

The wireframes below represent the early lo-fi UX documentation produced before the visual design layer was applied. These blueprints mapped out core interaction patterns, navigation flows, and screen logic across key systems including formation selection, training, and depth chart management.

Formation selection wireframe
Training target wireframe
Training partners wireframe
Level up screen wireframe
City selection wireframe

Outcomes

The full project shipped in under five months from initial concept to market release.

Contemporary reviews praised the card designs specifically, with outlets noting the cards and NFL logos looked sharp. The strategic depth of the halftime formation system and the live fantasy data integration were called out as genuinely innovative for the platform.

The broader outcome was validation of the model. NFL Matchups helped prove that sports fans had a real appetite for free-to-play card collection and team management on smartphones, laying groundwork for the gacha-style sports mechanics that EA's Madden Ultimate Team and others would go on to build entire business models around.

Internally, the game's performance justified a significant investment in the studio. DeNA Vancouver scaled from its founding team to 70 full-time employees by 2013, with NFL Matchups positioned as the flagship title anchoring the studio's sports strategy for the Mobage West platform.