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At a glance


Myself and another designer partnered with a group of junior programmers to develop a mobile game. 


10 Weeks







Design Process

Concept Building 

The developers came to us with an idea, but we didn't love the concept. What to do? 

Collaborate and find a solution everyone loves!

World Building 

My co-designer and I came together to world-build and decide the visual direction. We sketched, used moodboards, and brought inspiration together to get on the same page.

A place to start

The programmers found a game template to build from and presented it to us showing photos and videos of how the base game mechanics worked.


This base was a "click-next" style game with no strategy or interest.  


I created multiple options for the battle page that I sketched and then showed to potential users for feedback

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Low Fidelity 

Low fidelity mockups were made to send to the developers for proof of concept and implementation feasibility.


I was constrained by the coding abilities of programmers learning to code a game for the first time so it was important to assess feasibility but create the most interesting game possible

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Final implementation!
Medium Fidelity 

Medium fidelity mockups were made to see whether the characters fit well in the scene and to set colors

Start by selecting your characters from a carousel

Ready Player?

View your team and your opponents.

Battle! Hit the attack button to begin
Select a ghost and a corresponding slime to attack from the drop-down
Read updates and battle it out to the end while you collect items in your chest
Win the round and assign item drops for power-ups
Finally lose gamer?
Play again!
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and index
View stats and choose to update or delete
Sure you want to do that?
Update your settings and play again
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Charles Burr (Primarily UX)

Klaudia Coronel (Primarily UI)


Vincent Marklynn

Fiona O’Leary 

Helen Huang 

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