Coin Dozer: UI/UX Re-design
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Coin Dozer - Free Prizes (The Original)
Role: UI Artist; Senior UI Artist
Skills: Creative Research, Concept, UI Design, Icon Design, UX, Layout, Wireframes, Paper Prototyping, Animatics, Communication
Tools: Adobe Illustrator, Photoshop, XD, Unity Game Engine, NGUI plugin, Perforce
Skills: Creative Research, Concept, UI Design, Icon Design, UX, Layout, Wireframes, Paper Prototyping, Animatics, Communication
Tools: Adobe Illustrator, Photoshop, XD, Unity Game Engine, NGUI plugin, Perforce
Slow and gradual were the key words used in changing Coin Dozer UI. In the beginning, I re-designed the HUDs and unified as much of the UI as possible without changing any UX or features of the game drastically. I worked with the Lead Game Designer and Art Director on de-cluttering the HUD. We paper prototyped many different options before landing on a few that we A/B tested.
Once we were comfortable with the new HUD, I used the updated aesthetics to create UI/UX for mini-game features such as the Balloon Pop, Crafting, and Events.
Later, we started working on re-skins of Coin Dozer: Casino, Haunted, and Pirates.
Once we were comfortable with the new HUD, I used the updated aesthetics to create UI/UX for mini-game features such as the Balloon Pop, Crafting, and Events.
Later, we started working on re-skins of Coin Dozer: Casino, Haunted, and Pirates.
Gameplay
I made sure the UI was visible on all different 3D game backgrounds. With the original HUD, because we were not allowed to change the dozer machine at all, I got creative with some subtle darkening to pop the UI on the HUD.
Shop & Monetization
The original shop's coin packages were hard to read and visually busy. I changed the packages so that the player could easily see what they were buying and gave it a visual hierarchy. We also combined the Coins and Dozer Dollars into one shop as we found that players couldn't tell that the Dozer Dollar counter was a tab button in the Before version.
Eventually when we had more products to sell in the shop, we added scrolling. For the Welcome Offer, I updated the buttons as well to make them more appealing than the regular purchases.
Eventually when we had more products to sell in the shop, we added scrolling. For the Welcome Offer, I updated the buttons as well to make them more appealing than the regular purchases.
After adding more types of boosts for players to use in-game, I updated both the look of the pop up and also some of the visuals of the boosts. I had to make sure I was staying with similar visuals as before for our legacy players.
We added Boosts on toasts at opportune moments so players could immediately buy them on the Gameplay Screen. I worked with the Game Designer on the UX using paper wireframes and then created and implemented the assets. A lot of the assets were remade because more players were playing on higher resolution devices, but it also gave me chance to unify some of the icons with the updated HUD.
We added Boosts on toasts at opportune moments so players could immediately buy them on the Gameplay Screen. I worked with the Game Designer on the UX using paper wireframes and then created and implemented the assets. A lot of the assets were remade because more players were playing on higher resolution devices, but it also gave me chance to unify some of the icons with the updated HUD.
Prizelines Feature
Prizes are one of the biggest appeal of Coin Dozer. In addition to updating the visuals and giving players a better read, we added rarity to the prizes to appeal to the Collectors. We also made it easier to see progression at first glance and added buttons so players knew that they could get more information. For more re-playability, we added an upgrade system. I created all the visuals as well as the animatic and animation.
New Gameplay Feature: Treasures aka Crafting System
Originally, the Treasures screen showed a gacha system of Goblets but players frequently had no idea what to do with them. We combined the goblets into a crafting system where players could trade their old goblets in for keys. The keys could then be traded in for Boosts or Prizes. I worked with the Game Designer on wireframes and layout before creating this feature.
New Gameplay Features: Balloon Pop
This mini-game used the UX from Coin Dozer Haunted. I worked with the Lead 3D Artist and Art Director to get the look and feel of a Carnival Balloon Pop game. I utilized tile-able sprites that saved space and worked with the 3D artist to bring texture size down as well.
New Gameplay Feature: Festivals & Special Events
I designed the Coin Dozer Special Event based off of a glitzy circus. This would be the only festival that needed to pre-loaded in the game. All other festivals are implemented via DLC. However, this would also be the first event that players would see so I balanced keeping the footprint small while also keeping the fun visuals. I did this with white sprites that I tinted in Unity, with 9-slicing, re-using a lot of other assets, and playing with compression sizes.