Simon PaindavoineDesigner & Creative Technologist

Design with intention.
Build with care.

Back to selected workPROJECT / NO LIFE TYCOON
GAME DESIGN / MOBILE PRODUCT / CREATIVE DEVELOPMENT

No Life Tycoon

A playful loop between everyday work, better hardware and a fantasy world waiting on the other side of the screen.

ANDROID APPLICATION · 2026
NO LIFE TYCOONWORK / BUILD / PLAY
The idea screen from No Life Tycoon on Android01 / 04
A GAME ABOUT THE GAME

Work less. Play more.

One life, two worlds, and a very slow PC.

ANDROID / FLUTTERAN INTERACTIVE PRODUCT STUDY
01 / THE PREMISE

Two worlds. One progression.

No Life Tycoon begins with a familiar contradiction: the player wants to spend time in a game but needs to earn enough to run it well. Small jobs fund PC upgrades; those upgrades improve the game within the game. The concept ties an idle economy to an explorable fantasy world instead of treating them as separate screens.

No Life Tycoon work screen on the Android tablet
01 / EARN IN THE EVERYDAY
No Life Tycoon 3D fantasy camp running on the Android tablet
02 / ENTER THE OTHER WORLD
02 / THE SYSTEM

Progress should feel connected.

The PC is the hinge between the two halves of the experience. It turns money into hardware, hardware into performance, and performance into possibilities in World of Warlocks. Character progression, quests and the surrounding economy give the loop its direction. The interface has to keep these relationships legible even as the game grows more complex.

01Work

Take jobs and build a budget.

02Upgrade

Invest in the PC that powers the adventure.

03Explore

Return to the fantasy world with a stronger setup.

NO LIFE TYCOON / ANDROID

A game about the work, the hardware and the world you are trying to reach.

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