CASE
Logic Masters
| Client | |
| Industry | Game development |
| Duration | 3 months (Aug, 2025 - Oct, 2025) |
| Services | → Art Direction → UX/UI design → 2D art (vector and AI-generated with edits) → Web banners & app icon |
| Team | → Clément Rousseau, Producer. → Cristian Martin Nieto, Unity Developer. → Yvan Taurines, Game Designer. |
| Tools | → Figma (UI Design, vector art & icons) → Midjourney (2D art) |
Where it all started
Before I joined the project, the team already had all the key game mechanics working.
They bought a UI Kit to start with something.
There was no documentation, all the information about the game and the planned features was provided during calls with stakeholders.
They bought a UI Kit to start with something.
There was no documentation, all the information about the game and the planned features was provided during calls with stakeholders.
My goals were:
- Design new game features (UX) and visuals (UI & art) coherent with what the game had, but make it way more appealing visually.
- Design visually attractive monetization features (offers, Shop, content-selling features).
- Create all the visual assets that were missing (icons, states for buttons, VFXs).
- Suggest animations for certain features or micro-animations for certain UI elements (e.g. CTA buttons).
Features list
1. Mini-games
Issue:
The user unlocks fantasies one by one, they can't skip or choose the fantasy. They also can't quite discern at which point they have completed the level and encountered the new Fantasy.
Monetization ideas:
- Add a timer between levels, that can be skipped by spending soft currency (gems).
- Let the player choose the fantasy for the current level by spending soft currency (gems).
- The list of unlocked fantasies could be used as a starting point for the next feature we planned (Gallery & Chats).
Process:
During the call, the Product Owner and I discussed the Chapters feature he wanted to add. After hearing out his concerns and initial ideas, I started with user flow and basic wireframes (for myself), also preparing a list of states for each element (e.g., Chapter card to unlock, Character card to play, currently playing, played, marked as favourite).
2. Gallery & Chat
Issue:
The player can view all unlocked photo and video content in one place, but they rarely return to this feature once they have unlocked everything.
The Chat feature is new and needs to be designed as part of the Gallery.
The Chat feature is new and needs to be designed as part of the Gallery.
Monetization ideas:
- There are different dialogue paths in the Chat so that the player will miss a part of the content. Add the option to buy missed content in the Gallery.
- Add the message limit and the timer to skip the limit.
3. Shop & Offers
Issue:
Need to add promo, discounts and timers. Also, need to design a VIP subscription with different rewards for each type of VIP status.
4. Those never existed
Issue:
The game didn't have the technical and payment-related pop-ups, needed to discover what's missing and make propositions.
Process:
- add confirmation pop-ups for spending large amounts of soft currency.
- add pop-ups suggesting to buy more soft currency in the Shop if the player doesn't have enough for the desired spending.
- add technical pop-ups for missing Internet connection, failed or successful purchase in the Shop, update Settings pop-up.
- add the end game when the player has unlocked all the content.
3 months
to design and deliver all the visual assets
XX
screens and states were designed
XXX
art and icons were created