Role: Product Designer Time Frame: September 2019 – April 2020 Platform: Web/SaaS
Lancepad is a tool that helps freelancers manage projects and clients in an end-to-end workflow. It launched its MVP/beta in January 2020, and was designed and developed by Madi Calvert and Dylan Dumesnil.
Role: UX & UI Designer Time Frame: January 2020 – Present Engine: Unity Platform: Mobile
I joined LBC’s Tasty Buds team to provide UX/UI design support, polishing incomplete features for the worldwide launch.
Popular Buds allows users to maximize their profits through matching buds traits to a randomized “Popular Traits” list. The list changes every n hours, encourage multiple visits a day from users. To help promote its function and importance in the core loop of the game, we opted for an animated popular/reveal flow–giving the best feedback and payoff for perfect matches.
Role: UX & UI Designer Time Frame: October 2019 – January 2020 Engine: Unity Platform: Mobile
I joined LBC’s Hempire team temporarily to provide support to the Live Ops team in making UI/UX improvements. This included new long-term feature plans, as well as updating smaller features and HUD assets.
The Hempdex serves as a visual compilation of the every city item the player owns, which city items they still have to acquire to complete their collection, and how much they’re worth. It was designed with the intention of both being a catalogue, as well as a motivation for players to “collect them all”.
The store will be redesigned to follow best practices and maximize KPIs particularly conversion and ARPPU. To help mitigate Engineering work, the design was pulled back to an MVP, which included a redesign of the special deals popup.
Following discussions with the client, we were asked to provide potential redesign to help mature and modernize the UI, and bring an element of “high fantasy”. We pulled back the detail, saturation, shading, and chunkiness of the UI assets to help push the maturity. Minimalizing the use of colour helped us push key information and create a clearer hierarchy.
The menu uses a consistent primary navigation, toggling between Modes, Acts, and Chapters respectively. Using scrolling pagination helped us fully utilize the small screen real estate, along with giving the user a “page turning” effect that felt true to the IP and gameplay style.
The Questboard is one of the core features for the Unannounced Project. Largely based off of Contest of Champions, it is a node-based map with a predetermined layout, enemies, and a final boss. I was tasked with working with Game Design to help look for areas of improvement within the old system, and to help integrate new features into the design.
The Questboard is a portal between each enemy encounter. With the vast richness of the IP, we wanted to make the area feel magical, as well as hint toward upcoming content. Building background assets out in 3D, we planned to implement a parallaxing foreground and background, with illustrative elements throughout. To help mitigate distractions from the UI, the background was blurred-ultimately adding to the mystery of “what’s next”
Player can level up at any point in the core loop. As such, it was important to make a system that highlighted but did not fully interrupt a user. We opted to keep the animated reveals snappy and short, and call attention to any rewards, then providing a contextual breadcrumb/pip to help lead a user to new content at their leisure.