All case studies

Physical game-object & system design

A new die became a design language.

LIRA is a related family of elongated rolling objects, designed around four or eight equal scoring faces and pointed ends that cannot settle as results. The geometry is distinctive; more importantly, it has enabled several genuinely different game systems.

Black elongated LIRA forms with pointed ends and gold numeral marks
Concept direction · black finish and gold marks
2 formsone recognisable object family
4 + 8equal long scoring faces
5 gamesnative and wider tabletop systems
OBJ · MTL · GLBdedicated models for both forms

The physical object

Not a renamed d4 and d8. Two purpose-designed rolling forms.

Both forms share an elongated body and pointed end treatment. Only the equal long faces score. That gives the family a common silhouette while allowing games to choose between compact 1–4 and 1–8 ranges.

01—04

Kaurlira · the earlier form

Four-face elongated die

  • Elongated square-prism body
  • Four equal long scoring faces
  • Pyramidal ends that cannot become stable results
  • Values 1–4
It is not a tetrahedral four-sided die.
Shared object lineage

Refine the square corners into four additional equal faces.

01—08

Oanlira · the later refinement

Eight-face elongated die

  • Elongated regular octagonal-prism body
  • Eight equal long scoring faces
  • Octagonal-pyramid ends that cannot become stable results
  • Values 1–8
It is not a conventional octahedral eight-sided die.
Koorvenan numeral-mark reference for the eight LIRA values

Form, finish and graphic language

The numbers belong to the object too.

The current visual direction pairs a polished black, onyx-like surface with gold Koorvenan numeral marks. Those marks make the object legible inside its fictional culture without changing the underlying probability range.

The finish and exact production glyph artwork remain a design direction rather than a signed-off manufacturing specification. The stable core is the geometry: equal long scoring faces and non-landing pointed ends.

Games native to the object

LIRA first works as its own game kit.

The same physical family supports both quick risk-and-bank play and a structured category-scoring game. Teyyru exists in a traditional four-Kaurlira form and a larger modern five-Oanlira form.

Choose any two Lira

Daedaeshae

A push-your-luck doubling-out game. Players can use two Kaurlira, two Oanlira or one of each, deciding when to bank before doubles erase the turn total.

Traditional Teyyru scorecard for four Kaurlira
Traditional Teyyru · 4 Kaurlira
Modern Oanlira Teyyru scorecard with nineteen scoring categories
Modern Teyyru · 5 Oanlira

The larger design consequence

Inventing the object enabled new board-game mechanics.

RIYYTRUU, LUUBRAK and Vaarek Varyn do not simply swap ordinary dice for themed props. Each assigns the LIRA ranges a different structural role in movement, selection, interruption or turn sequencing.

d8+d8testd4
Playable first build

RIYYTRUU

Two Oanlira test the rotating requirement ring. A successful test unlocks a Kaurlira movement roll; double 4 and double 8 interrupt the race by rotating the inner ring.

2 × Oanlira + 1 × Kaurlira
LUUBRAK board-game artwork with circular route, towers and player pieces
Playable app

LUUBRAK

Two Oanlira drive movement around an 80-space route where players build, damage and complete towers. Doubles and completed towers can alter the turn rhythm.

2 × Oanlira
Vaarek Varyn four-ring board showing routes, positions and colour-coded zones
Playable game

Vaarek Varyn

One Kaurlira selects a ring, the Oanlira sets exact primary movement and the second Kaurlira creates a move in the opposite direction. The three rolls have different jobs inside one turn.

2 × Kaurlira + 1 × Oanlira

From concept to prototype evidence

Both geometries now exist as dedicated 3D assets.

Separate square-form and octagonal-form models are retained in GLB, OBJ and MTL formats. They provide a concrete basis for testing proportion, readability and handling before physical prototype commitment.

Geometry first

Equal scoring faces and non-landing ends define the object.

Prototype-ready files

Two model families retained across GLB, OBJ and MTL.

Rules proved digitally

Playable builds demonstrate several distinct mechanical uses.

One object, many systems

The dice are reusable; each game remains independently operable.

Evidence boundary

Designed object and working game systems—not a manufacturing claim.

This case study demonstrates physical game-object design, 3D modelling and the use of that object across playable rule systems. It does not claim production tooling, material certification or a manufactured retail edition. Each game is a separate product that uses the shared LIRA object family; none depends on a parent Koraaver application to function.

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