Wolfy
From 0 to 3M+ users: building a multiplayer crossplatform game.
Browser-based game and mobile app.
Summary
I co-created Wolfy, a multiplayer game inspired by Werewolf board game (also known as Mafia), available both as a mobile app and browser game. It now brings together over 3 million registered players and sees an average of 20,000 daily active users.
Initially launched as a personal side project, Wolfy quickly turned into an ambitious adventure, combining product design, strategic thinking, and organic growth. I kicked off the project with a close friend and software engineer, with two goals in mind:
• Develop my strategic Product Design skills through an end-to-end project experience;
• Bring a classic social board game into the digital age through a fresh online experience.

A live game of Werewolf on Wolfy.
Why Werewolf?
Werewolf is a classic party game in France, built around an asymmetrical dynamic between an informed minority (the werewolves) and an uninformed majority (the villagers), in a mix of bluffing and strategy. It's usually played with 8 to 15 players sitting around a table.
🎯 The challenge I set for myself:
Recreate that deeply social experience… in an online format that preserves the essence of the original game.

From sketch to v1 (early concept tweet)
This project became a unique playground where I could explore the intersection of game design, product design, and long-term product strategy.
In the following sections, I break down the key stages of this journey: my methodology, core UX decisions, retention mechanics I designed, and how my work contributed to Wolfy's growth and success.
An Opportunity
In 2017, while searching for an ambitious side project idea, I realized something clear: there was no satisfying online version of the game Werewolf. The only available product at the time was outdated, clunky, and poorly suited to modern usage.
As a regular player myself, I was the first to be frustrated. And if no one else was building something better—why not me?
Validating the intuition: a real user need
To test my idea, I shared a tweet in a small online gaming community, casually describing the concept of a new Werewolf game: modern, accessible, and playable online.
The response was instant.

Personal tweet about Wolfy.
Likes, retweets, and enthusiastic comments quickly confirmed one thing: the need was real and widely shared.
A range of challenges to solve
The idea was clear. But everything still had to be built. The project came with a wide range of UX and strategic challenges:
• How do you modernize the Werewolf experience—a game based entirely on in-person conversation—into a fully digital format?
• How do you make it accessible to casual players or a younger audience?
• How do you foster a strong enough community dynamic to keep games active 24/7?
• And finally: how do you generate revenue without hurting the user experience, ensuring the project remains viable long term?
Design Approach
From the start, I structured my approach by combining user research, creative exploration, and product strategy.
🔄 User journeys & initial mapping
Before even thinking about screens, I began by mapping out the typical player journeys: onboarding, joining a game, playing, interacting, winning or losing, relaunching, customizing, socializing… Each step had to be crystal clear.

Brainstorming the user flow of the mobile app.
🗣️ Ongoing user research
Very early on, we opened a community Discord server and a dedicated feedback platform. These two channels became valuable spaces for exchange, where I could:
• Ask players direct questions,
• Observe their behaviors, bugs, frustrations, and needs,
• Chat in real-time or asynchronously on a daily basis.
This continuous user research allows me to base design decisions on actual insights rather than assumptions.
The community's engagement also gives me a fast and responsive feedback loop—ideal for rapid iteration.

Our platform dedicated to player feedback.
🧪 Focus group
To refine some high-stakes decisions (new roles, redesigns, game mechanics, complex UI), we created a Focus Group (called “Ambassadors”): a panel of players representing our different user profiles, helping us test and validate key hypotheses.

Sample questions from the Focus Group application form.
For instance, when designing the mobile app, we prototyped several options which the group tested. Their feedback shaped not only the UX, but even the game design itself.
This approach allows me to co-create with players.
⚙️ Prototyping
The game's key user flows were first prototyped in Figma at high fidelity.
I use these prototypes to:
• Test critical flows internally and with the focus group (gameplay, voting system, onboarding, shop…),
• Gather qualitative feedback before development begins.
These prototyping phases play a key role in our ability to iterate quickly by shortening the feedback-development cycle.

Prototyping screens for the mobile app's onboarding flow.
💡 Benchmarks
It was essential to draw inspiration from related products known for their strong UX. I conducted a targeted benchmark to identify proven interaction patterns and mechanics relevant to our context:
• Plug.dj for their game-like chat rooms with characters,
• Slack & Discord to inform our chat structure (threads, mentions, color codes, avatars),
• Duolingo for its mobile-friendly, casual approach with short, playful, and rewarding flows—especially valuable for onboarding.
These benchmarks helped me make differentiated yet familiar design choices inspired by widely adopted products.

Plug.dj interface: an innovative platform for creating shared music listening rooms.
Key Solutions
Let's go over some of the solutions I implemented that helped shape Wolfy's success.
An immersive and intuitive interface
From the earliest versions, I paired the game chat with a strong visual interface.
Each player embodies a character (a skin) and chooses their seat within the game circle—a layout familiar to fans of the traditional, in-person Werewolf game.
The act of voting, a core part of gameplay, is done by clicking directly on the targeted character—an interaction designed to recreate the gesture of pointing in real-life games.
On the right side, the game chat becomes the backbone of the experience. Everything is designed to encourage discussion and observation.

Wolfy during a game session.
A landing page that converts
I also worked on a new landing page with a clear goal: turning more visitors into players.
I designed a page tailored to catch the eye of online gaming audiences—with animated assets, interactive elements, and a spotlight on key features.
Wolfy's animated landing page.
💥 Direct impact: +118% sign-ups the month after launch.
📱 A successful mobile launch fueled by user feedback
Two years after the web version's release, we launched a Flutter-based mobile app, staying true to the game's DNA while adapting to mobile-specific use cases.
This wasn't just a direct port—we redesigned all user flows and micro-interactions with support from our focus group.

Wolfy's App Store page.
📊 Result: today, 2 out of 3 players play from the mobile app.
🎯 A thoughtful onboarding experience
Although the app was appreciated by regular players, it still lacked guidance for new users. There was no initial flow to explain the game's rules, key mechanics, or the wide range of available features.
To fix this, I designed a structured mobile onboarding experience, acting both as a tutorial and an early retention tool.
I ran dozens of user tests on a Figma prototype, iteratively improving screens, wording, and interaction logic. This helped surface key friction points.
The expected impact on new player retention is significant, thanks to:
• A smooth and reassuring flow,
• A gradual introduction to core game mechanics,
• And an aesthetic that stays true to Wolfy's universe.
Here is the interactive prototype we tested with our users. Feel free to try it out by clicking on it:
Figma prototype of the new mobile onboarding flow.
Results & Impact
In just a few years, Wolfy has become a true independent success story in the world of online gaming. This personal project, born from an unmet need, managed to find a wide, loyal, and engaged audience:
• Over 3 million registered players to date, across web and mobile.
• 20,000 daily active users, with peaks up to 26,000 concurrent players.
• 100 million total game sessions played.
• Media exposure, with features in Le Monde, France Info, and even on Jean-Jacques Bourdin's radio show.
• A viral YouTube video with 8 million views about the game—proof of its cultural impact in the gaming community.
• A vibrant Discord community with over 50,000 members, fueling feedback and daily engagement.
Wrapping up
In this case study, I focused on the main subject of my portfolio: product design.
But behind this success, there's also:
• A long-term business strategy with a model generating steady revenue,
• A technical architecture built from the ground up to scale reliably,
• The management of a team of 20 volunteer moderators,
• Internal tools designed to moderate a mainstream game effectively,
• Marketing & positioning work to build awareness and drive retention,
• And upcoming projects, including international expansion.
But that's far too much for a single page—happy to talk more over coffee 🙂

