~/crowjii/projects/questboard
A fantasy guild quest board for game dev and creative jobs.
Job boards are some of the least inspiring places on the internet, even though the people using them make games and art for a living. Questboard flips that by treating every job like a quest.
Studios post quests and rank them from F (a quick errand) to SSS (a once-in-a-career legend). Difficulty shows up as a row of red seals, one for an F and nine for an SSS. The front page is a worn wooden-framed board that pins up a random handful of notices on every visit, with rarer high-rank quests appearing less often, so each refresh feels like checking the guild board for something new.
Quests react to their situation. When a deadline gets close, a notice gives off a dark, flickering aura that grows into a blaze with embers in its final hours. Studios who pay to feature a quest get a soft gold glow, and the top tier adds turning rays of light and a Spotlight band.
Creative job boards look the same: grey lists, filters, logos. The audience, though, is people who make games, animation and art. I wanted the experience to feel like the worlds they build, with the job hunt as part of the fun.
I explored four visual directions before settling on one: a bright JRPG style, an isekai "status window" look, a pastel storybook, and a darker hunter's board inspired by in-game quest boards. The last one won, then got a pass of wear and tear: torn edges, dog-eared corners, coffee rings, faded seals, old pin holes and scraps of quests already taken.
The style stays flat: no photo textures, gradients or blur. Even the "soft" glows are stacked layers of flat colour, like anime cel shading. Category icons were redrawn as thick red rubber stamps with flecks of missing ink, so every notice looks hand-stamped by the guild clerk.
Small touches carry the theme: notices drop onto the board when it loads, synthesized sound effects (paper rustle, bell, stamp, coin) play on key actions, and each notice keeps the same tilt and wear on every visit.
Concept, art direction, visual design and product decisions, including the four style explorations, the worn board direction, the rank and seal system, and the urgent and premium aura designs.
Hosting and a production database, payments for premium tiers, messaging between studios and adventurers, and earned ranks: adventurers level up from completed quests instead of choosing their own rank.