Key Constraints
Constraint
Mobile Hardware
The feature had to hold up on lower-end phones without feeling visually stripped down.
Constraint
Fast Encounters
Catching is quick, so environment setup cost needed to stay low and predictable.
Constraint
Live Service Updates
Seasons, events, and world-state changes needed to ship through data rather than custom engineering work.
Constraint
Location Scale
The system had to respond across cities, coastlines, parks, mountains, and thousands of mixed conditions.
Constraint
Readability
Pokémon could not be obscured, silhouettes had to stay strong, and scenes needed to read instantly.
Constraint
Usability
Artists and designers needed a workflow that stayed usable after the initial feature launch.
