DISNEY MAGIC MATCH

As a UI/UX Designer at Jam City, I collaborated with members of the UI/UX, game design, product, and art teams to create UX flows , UI art, and concept art for features to support the launch of the company’s new game, Disney Magic Match.

UI/UX Design‍ ‍Concept Art

UI/UX DESIGN

Software: Adobe Photoshop ‍ ‍ Figma

Card Album

Card Album, an anchor feature in Disney Magic Match, was part of the game’s initial release. It tasks players with collecting cards depicting moments of their favorite Disney movies to complete sets and earn rewards. As the UI/UX Designer on Card Album, I was responsible for creating the competitive analysis, initial wireframe concepts, flows, visual direction, UI art, and final 9-slice assets.

Set Color Variants


UI Mocks


Wireframes and Flows


Prototype

Visual References


UI Direction Iterations

Key Quest Event

Key Quest is a permanent, low maintenance, progression feature that was part of the game’s initial release. It tasks players with collecting keys during game rounds to earn rewards. As the UI/UX Designer on Key Quest, I was responsible for creating the initial wireframes, flows, visual direction, UI art, and final 9-slice assets.

UI Mocks


Wireframes and Flows


Visual References


Event Screen Explorations

Meter Icon Explorations

Incorporating Characters Explorations

Cave of Wonders

Cave of Wonders, was one of the first Disney IP branded features in the game and was added after Disney Magic Match’s initial launch. Cave of Wonders pits 100 players against each other and players need to complete 7 levels in a row to cross the lava safely and earn their share of the grand prize. As the UI/UX Designer on Cave of Wonders, I was responsible for creating the competitive analysis, initial wireframe concepts, flows, visual direction, UI art, and final 9-slice assets.

UI Mocks


Wireframes and Flows


Visual References


UI Direction Iterations

Setting Screens

As the UI/UX Designer on the settings screens for Disney Magic Match, I was responsible for completing a comp analysis, creating the initial wireframes, flows, UI art including iconography, and final 9-slice assets.

UI Mocks


Wireframes and Flows


Visual References


UI Iterations

CONCEPT ART

Software: Adobe Photoshop

Flash Sales

As one of the UI/UX Designers on flash sales for Disney Magic Match, I was responsible for creating re-skinnable sale popups that utilized Disney characters. I created the UI art mock ups, home badge layouts and templates, rough comps for the composition and coloring of hero and header art, which were handed off to outsource artists, and the final 9-slice assets that could be easily re-colored for future re-skins.

Cinderella: Original Concept Art

Final Art from Outsourcers


Final Art from Outsourcers

Final Art from Outsourcers


Cheshire Cat: Original Concept Art

Cheshire Cat: Original Concept Art


Genie: Original Concept Art

Final Art from Outsourcers

Visual Reference

Design Iterations

Rate Us Popup Art

As the UI/UX Designer on the creation of the rate me screens for Disney Magic Match, I was responsible for completing a comp analysis, creating the initial wireframes, flows, UI art including rough comps for the composition and coloring of hero art, which were handed off to outsource artists, and final 9-slice assets.

Original Concept Art

Final Art from Outsourcers

Visual Reference

Early Exploration

Booster Icons Update Exploration

Ahead of the game launch, art leadership decided to rework the game’s booster icons to improve on the current potion vials inspired set, which were overly complex and difficult to read as boosters. I was one of the members of the UI/UX team asked to brainstorm a few visual directions. I pulled together visual references and created sketches for 3 potential directions that would look cohesive and feel connected to Disney Magic and pitched them to the team.

Direction 1: Crystals or Gems

Direction 2: Physical Spells

Direction 3: Golden Alchemist’s Tools


New Booster Icons Created by Art Team

Old Booster Icons


Visual References for Magic Based Iconography

Direction 1: Crystal References

Direction 2: Spell References

Direction 3: Magical Tools References

Leaderboard Event Icon

Harmonic Rush is an evergreen feature that was part of the game’s initial release. In this feature players compete to collect the most points by earning and maintaining win streaks in levels. I completed some early concepts for the home badge icon, which needed to match the color palette and tone of Disney Magic match as well as the musical theming of the feature. I pulled together visual references of phonographs and created sketches and color mocks, to explore different angles and potential color schemes that would match the game palette and be legible on the home screen. These comps were then handed off with notes to outsourcing, who made the final icon art.

Icon Concept Art

Final Illustration from Outsourcers

In Context

Visual Reference

Early Exploration

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