Figmacraft: How I Built a Game in 7 Days with Figma Make by Kris MaseraFigmacraft: How I Built a Game in 7 Days with Figma Make by Kris Masera

Figmacraft: How I Built a Game in 7 Days with Figma Make

Kris Masera

Kris Masera

🎮 Figmacraft: How I Built a Game in 7 Days with Figma Make

As a kid, I was always sketching games that only lived on paper. Artefacts, rules, and bosses at the end of the labyrinths… Fast forward to 2025, and I made a 3D game in a single week?! 🤯
Not a AAA title, but a real, playable adventure.
Figmacraft: Gameplay
Figmacraft — a tiny adventure game I created from scratch using Figma Make as a part of the Figma Make-a-thon contest. No deep dev background. No game engines. Just vibes, Figma, and a lot of AI.

🧩 Map Editor

To develop a straightforward yet effective editor, I chose to assign the player as a world builder in the editor mode, accessible by pressing ⌥⌘E. To create maps, I needed next simple abilities for the player:
fly/walk: WASD + QE, toggle on
draw/erase blocks: LMB + RMB
switch between different block types: H/V Scroll or ← → ↑ ↓
set spawn direction and portal destination: K
respawn: R
Editor: Draw/Erase tools for creating maps
The editor became the heart of the project. Even with the deadline looming, building it brought a sense of pure joy and purpose. That was a deep moment when I truly feel: I’m making a game!

🕹️ Inventory & Quests

To create challenging yet simple gameplay, I randomized the main block textures and added portal blocks for map travel. I included placeholders and Figma logo blocks that complete the quest when arranged in the proper order. Thus, the inventory was born.
Editor: inventory

📱Mobile adoption

I wanted to hold my creation in my hands. The solution came from boiling the controls down to their essence: movement and sight. This led me to a classic dual-stick layout that just felt right. The moment I could smoothly navigate my world on a small screen was pure magic.
Figmacraft: Mobile screens
Figmacraft: Mobile screens

👾 Final Thoughts

I’ve spent years designing products, interfaces, and prototypes. But this was different.
Creating Figmacraft reminded me why I got into design in the first place: not to ship perfect features, but to explore ideas, build crazy things, learn in real-time, and remember that we are capable of much farther than we thought.
Editor: Dynamic Light

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Posted Oct 2, 2025

A tiny adventure game I created from scratch using Figma Make as a part of the Figma Make-a-thon contest.

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Timeline

Jan 1, 2025 - Jan 7, 2025

Clients

Figma