Tencent Japan  ·  2023–2026  ·  Aostar

Making AI behaviour
legible at scale

Aostar is a mobile social game where players manage a living homeland with AI-driven companion characters called Guangzai. I owned both the AI priority logic and the UX layer that made it visible — designing how autonomous behaviour becomes something players can understand, trust, and act on.

Aostar Guangzai characters
Company
Tencent Japan
Role
Senior UI/UX Designer
Platform
Mobile (iOS & Android)
Year
2023 – 2026
01 — Problem

An intelligent system that felt broken

Guangzai are AI-driven companions that live, work, and have needs inside a player's homeland. Their behaviour is governed by a state machine — invisible to players by default. When a Guangzai stopped working mid-task, wandered off, or collapsed, players had no explanation. Without understanding why, they assumed bugs rather than intelligence. Trust broke down.

The scale made it harder: at full capacity, a player manages up to 20 Guangzai simultaneously, each running independent AI with separate states and priorities. The challenge wasn't designing one character — it was designing legibility across an entire system.

"The AI behaviour was real and working correctly. The design problem was making players feel that — rather than feel abandoned by it."

Homeland interior
// Homeland interior — player and Guangzai companion. Furniture placement affects Guangzai needs and behaviours.
02 — What I Owned

Both the logic and the interface

Most UX designers inherit a system and design the surface. Here I owned both. I defined the AI priority hierarchy — the rules governing which states take precedence and how urgently players need to respond — then designed the UX layer that communicated those rules in real time.

This maps directly to the challenge facing any AI product: how do you make autonomous system behaviour legible, trustworthy, and actionable for the people depending on it?

AI Logic

Designed the three-tier priority system governing how Guangzai states are weighted, which states override others, and how the system escalates when needs go unmet.

UX Layer

Designed how each priority level appears in the world — through bubbles, icons, animation, and the management interface — so players can read the system at a glance.

03 — The Priority Hierarchy

Three levels. One clear system.

With 20 Guangzai running simultaneously, players can't respond to everything. The hierarchy ensures critical states are impossible to miss while ambient states are safely ignorable — players develop intuition without consciously learning it.

LevelNameWhen it firesVisual treatment
L3 Alert Critical state. All tasks stop.
Needs bathroom · Starving · Fainting · Facility at capacity
Red, pulsing, prominent bubble. Visible at distance as icon only.
L2 Notice Affects behaviour, not critical.
Hungry · Tired · Dreaming · Facility nearly full
Elevated icon, mid-level animation. Not shown at distance.
L1 Ambient Normal. No action required.
Socialising · Resting · Entertainment
Small subtle icon. No animation. Not shown at distance.
04 — Guangzai Character Needs

Making character states readable in the world

Each Guangzai has three core needs — energy, food, and mood — that deplete over time. I designed how each state appears in-world at different priority levels. The hardest problem: dreaming and fainting look visually similar but require completely different responses. Getting that distinction wrong breaks the entire trust model.

Bathroom urgent
L3 Alert
Bathroom urgent
Red bubble, pulsing. Escalates if no facility available.
Fainting
L3 Alert
Fainting
Collapsed. Distinct animation from dreaming. Needs immediate response.
Dreaming / Sleepwalking
L2 Notice
Dreaming / Sleepwalking
Wanders and talks in sleep. Not dangerous — visually distinct from fainting.
Hungry / Tired
L2 Notice
Hungry / Tired
Emoji thought bubble — emotional signal appears before bar turns critical.
Sleeping on bed
L1 Ambient
Sleeping on bed
Energy restoring (+10). Guangzai rests autonomously. No player action needed.
Normal
L1 Ambient
Normal
Chat bubble only. No urgency. Guangzai is fine — safe to ignore.
05 — Facility Alerts

When the environment needs attention

Separate from character needs, facilities — bathrooms, beds, entertainment areas — also have states. I designed a distinct alert system for facilities so players can immediately distinguish between "my Guangzai has a problem" and "my facility has a problem."

Facility full alert
L3 Alert
Facility Available
Player is able to use facility if not occupied by Guangzai. Full options will be displayed when player is in proximity.
Guangzai needs facility
L3 Alert
Guangzai needs facility
Guangzai cannot use the facility. Player must intervene — clean, upgrade, or redirect.

"The split between character alerts and facility alerts was deliberate — players need to know not just that something is wrong, but where the problem actually lives."

06 — Status Screen & Response Flow

From alert to understanding to action

In-world bubbles signal that something is happening. The status screen tells players exactly what — and gives them the tools to respond. I designed the full flow: needs meters, contextual action menus, feeding, empty states, and post-action confirmation.

Status screen — energy, food, mood meters + contextual action menu
// Status screen — three need meters at a glance, action menu adapts to current Guangzai state
Feeding screen — food selected with stats
// Food selected — satiety, buff, and quality before confirming
Empty state — no food available
// Empty state — prompts player to cook first, closing the resource loop
Post-feeding — Guangzai personality dialogue confirms success
// Post-feeding response — personality-driven dialogue makes the interaction feel meaningful
07 — Management System

The full roster view

Players need a dedicated overview to see all their Guangzai — who's working, who needs attention, who's available — and make assignment decisions based on each character's skills, personality, and rarity.

Overview screen — daily summary, roster with titles, slot count
// Main overview — refreshes daily based on homeland performance data
Management grid — slot states (occupied, empty, locked, companion)
// Management grid — all slot states scannable at a glance
Character detail — attributes, skills, personality
// Character detail — supports informed assignment decisions
08 — Outcomes

What shipped and what it meant

The Guangzai system shipped during beta and became a core differentiator of the Aostar homeland experience. The L1/L2/L3 priority framework became the reference standard for all subsequent state-based UI across the project.

20
Simultaneous AI characters — each with independent state machines designed to be legible in real time
3
Priority tiers designed from scratch — became the project-wide standard for all state-based UI
Design ownership — both the AI logic and the UX layer, an unusually complete product contribution
System Logic

Priority visibility system

Players needed a clear understanding of Guangzai task states, interaction range, and furniture condition visibility.

Guangzai Priority Matrix
Guangzai & Furniture Activity Priority Matrix