Where to find ideas? №2 Ants: Underground Kingdom. Setting masters.

Sergey Yaroshevich
3 min readApr 3, 2023

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This game does stand out. A lot of motion designers watch its hooks and tricks but only few mention it as a source of ideas. Today we’re going to unveil mystery. Meet Ants: Underground Kingdom!

Ants: Underground Kingdom. Source: Google Playmarket page of the game.

This is 2nd article out of 5 made in collaboration with Apptica.com. In this bunch of posts I will share the most interesting insight on how to grab scope for idea generation. If you still struggling searching for reference making tasks for motion designer it would be very useful for you. Let’s go!

First example: what mechanics do Ants use?

Variety mechanics of Kingdom Guard is impossible to overcome. Another hooks rule. But it doesn’t mean they stick with one concept! They use own approach vice versa.

Before we start: almost every creative is about ants vs enemies fighting for resources. So I will set aside some mechanics that sell this confrontation in the best way.

№1. Labyrinth (+mixed)

Most of creatives use this as a primary mechanic. Labyrinth represents path from one element to another interacting with each in the end. The main difference from towers (like Hero Wars) is paths, not levels (floors). But current mixing could bring us enormous amount of interim options =) So let’s see how they develop it.

First one is underground environment.

No switch to aboveground environment. Not so much creatives refers to it.

№2. Resource management (+mixed).

First one is about to contribute some resources into single creature.

Of course, ant hill upgrade:

Next one is so funny I couldn’t avoid it!

№3. Harvesting (+mixed).

Only few videos use this mechanic. So it changes upside down the way how ants come to life. To find a brother on a mushroom is not common but in this exact creative it looks very simple catchy and playful.

№4. Technology tree (+mixed).

Technology tree is a cool approach that refers to idle. Same thing in core: limited opportunity to invest funds, because you won’t have opportunity to upgrade something later due to insufficiency of resources.

First example:

Second one is crab-like tree of technologies:

Third one is same is similar to first one but with another start:

Next tree is even more branched:

№4. Inheritance (not mechanic but way to realize)

Small detail but it extend logic in their creatives. Look how they shown inheritance of scorpion features here:

Here creatures inherit snake ones:

№5. Freezing (+mixed).

In this case combination freezing + renovation + exploring works great. Emotional core is complemented by interactive features.

№. Turning (+mixed).

Reverse mechanics are amazing! Imagine that character interacts with another one and kills him but is poisoned and turned into angry infected monster striking allies. Imagine? Now see how tasty Ants implemented it into creative strategy:

Second example: how Ants crew iterating videos.

As I said in the headline Ants are setting masters. Variety of mechanics is not so broad but the way how deep they work out is awesome! Look at the following examples.

In the first video they started with dragonfly continuing with spider:

This one is iteration of video above. Rough less contrast concept, check it out:

Same video bit different contrast, start with strawberry then with dragonfly (maybe beetle — idk):

This pair is about to go around same mechanic but iterating setting. We already saw first video:

Second one is the same but new setting is winter:

Third example: how Ants crew develop diversity.

  1. Bright fungi and plants:

2. Hugest diversity is among creatures Ants team use as rivals. Here’s an example of mantis, scorpion and goanna.

3. Ladybug, beetle and spider. Isometric labyrinth is fantastic concept!

4. Lizards:

5. Frog, spider, goanna:

6. Even chicken!

AND MUCH MORE!

Key findings:

  1. This game demonstrates how successful you could be finding the way to work over creatives (market fit).
  2. Sometimes you don’t need to dive deep in other areas — focus on one of them and move on.
  3. Even such extraordinary game (with no humans at all) could be prosperous. Just find a way to sell it!

My Linkedin.

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Sergey Yaroshevich

Head of User Acquisition with 4,5+ years of experience. Talking about creatives, UA and related. LI: https://www.linkedin.com/in/sergey-yaroshevich-911921154/