Pop the Lock 2
Pop the Lock 2 is a multiplayer, fast-paced arcade game for iOS that I had the pleasure of designing a visual identity and user interface for.
Background & Overview
In 2019, Simple Machine wanted to release a sequel to Pop the Lock, a four-year-old arcade game, with new game mechanics and fresh visuals. I was tasked with redesigning the visual identity and menu navigation system for the game.
The project requirements included presenting the different features of the game such as:
Refresh visual identity, while staying true to the original
Second UI Mockup
This second mockup was a step in the right direction. It added a lot of gradients and more modern colors. The feedback I got was it looked too "sporty" and too similar to other games on the market at the time (HQ Trivia).
Between the first visual design pass and the design of the interactive prototype, I changed up the visual language to make it stand out from HQ Trivia. Design choices I made:
For the interactive prototype, I worked with the developer to nail down the menu transition animation. To me, it was important for the animation to be spatial to show users the information they were coming and going from.
After testing it we realized it was not scalable if we planned on ever adding more pages. If a page was ever more than one page further than where a player wanted to go, then they would have to move through and watch extra animations that were not necessary. We often found ourselves getting lost even within this three-page structure.
Eventually, after seeing this prototype and watching beta testers use it, we had ideas on how to build upon this design and improve it.
A balance I had to maintain was staying true to the original game while still reinventing it. Multiple ideas were considered before the team and I landed on the final design. The visuals were inspired by carnivals, arcade cabinets, and HQ Trivia.
Exploring different ways to layout our features was enjoyable. I liked learning the strengths and weaknesses of each menu navigation type. Ultimately, there is no clear cut solution as to which menu navigation system is the best. It depends on the user and the information a product needs to convey to them.
Menu navigation and information architecture is complicated! Although the solutions we came up with early on seemed like they suited our needs, ultimately the type of user who would interface with the menu dictated the end product.
Infinite Jonathans is a crowd-sourced choose your own adventure, narrative game. Using existing art direction and prototypes, I was tasked with redesigning the user interface and visual identity of the game.
Background & Overview
For this project, I worked with a lead designer who provided feedback and outlined the project requirements. I also worked closely with the artists to make sure the interface and art were cohesive. I handed off my prototypes and designs to the lead developer once they were finished and ready to be implemented.