Product design · Game design · UX/UI

Anti-
Crastination

A productivity system disguised as a collectible card game, where completed effort becomes playable progress.

RoleConcept, systems, visual design, prototype
FormatPhysical card game + web companion
Core ideaReward action, not intention
StatusPlayable prototype
Anti-Crastination physical card game and digital task system
Real effort becomes tokens. Tokens become cards. Cards become a reason to return.

The best card game you're ever going to play (don't look that up)!

Project pitch

Anti-Crastination,
in motion.

A quick walkthrough of the idea, physical card game, and digital companion.

Watch the pitch ↗

What's the opposite of procrastination? Anticrastination! Hahaha (please laugh)

What if completing a real task felt closer to opening a rare collectible than crossing off another obligation?

Traditional productivity systems lean on reminders, streaks, deadlines, and guilt. Anti-Crastination explores a different lever: redesign the reward loop itself. Instead of rewarding motivation, the system rewards completed action.

Rather than asking users to become more disciplined, the project makes real-world progress produce immediate, visible game progress.

The complete loop

Work enters. Play comes out.

The reward is designed to return the player to real life rather than replace it.

Anti-Crastination core game loop: complete tasks, earn Pull Tokens, collect cards, build a deck and battle

Now, every collectible represents completed effort in the real world.

The physical prototype turns abstract progress into something collectible, playable, and visible on a table.

The current prototype contains 40 cards across character and deck-card types, packaged with a compact rulebook and designed to support real tactical play rather than function as decorative rewards.

Anti-Crastination 40-card physical prototype arranged with deck boxes
The physical prototype: character cards, deck cards, and printed boxes.
Front side of the folded Anti-Crastination rulebook with deck box
Rulebook, sections 1–5.
Back side of the folded Anti-Crastination rulebook with character cards
Rulebook, sections 6–8.

Digital companion

Task → token → pull → collection.

The website handles the everyday loop while keeping the physical game at the center.

01

Task Management

Create and complete real-world tasks.

Anti-Crastination task management screen
02

Pull System

Convert completed work into randomized card pulls.

Anti-Crastination gacha pull screen
03

Pull Result

Celebrate meaningful progress through collectible rewards.

Anti-Crastination pull result showing Blind Fortune
04

Collection

Build a visible archive of work already done. Browse owned cards and discover new characters.

Anti-Crastination card collection screen

The card game combines lightweight tactical combat with collectible deck-building.

The prototype includes character, equipment, support, and event cards. These are not decorative rewards: they form teams, enable combinations, and create meaningful choices during play.

Escape From Reality character card featuring Sofie
Build a team revolving around playing or discarding deck cards with this character card!
Bloodflow Loop gear card
Add this equipment deck card to a team with self/ally-damaging gimmicks!
Character

Build around a role

Characters anchor teams and define the deck’s central mechanic.

Equipment

Modify the system

Equipment supports specific strategies and risk-reward combinations.

Support + Event

Change the moment

Deck cards create temporary advantages, disruptions, and experiments.

A TCG (trading card game) without the T (trading), so now it's just CG.

The project began with a question about gacha games: why can repetitive in-game tasks feel easier to sustain than useful real-world ones?

Why a Gacha System?

I used to play a certain very popular gacha game called Genshin Impact. One day I realized something strange: why are so many players motivated to continue playing, despite how grindy and repetitive the game can get at times? So I deduced: Random rewards create anticipation and reinforce long-term engagement. And then I thought: if this system can push us to complete all these in-game tasks even when they are an absolute bore, could I borrow the system and use it for productive work instead?

Thus, Anti-Crastination was born.

Random rewards

Create anticipation and make the reward moment emotionally legible.

Pity

Prevents long unlucky streaks from turning excitement into frustration.

Essence

Gives duplicate cards continued value instead of making them dead rewards.

Featured banners

Balances randomness with limited control over the rewards a player wants.

40-card scope

Keeps the first system manageable while still producing a fully playable game.

Anti-Crastination physical prototype promotional layout

Play Anti-Crastination today! ;))