Logo I designed for the game. There is space above the word solitaire, on the plate, for a brand title. In this mock up it was removed as the name was discussed.
Early mock up for the homescreen.
The core UI I designed for the game, including a tip callout.
I did a lot of work balancing the size of the cards, weighing gameplay needs and readability on device for a older user demographic.
Exploration for popup design.
Onboarding UI design, an early version.
UI Variations for the gamescene.
UI Variations for the gamescene.
Card design and card back designs.
For a companion character (before we settled on the owl) I explored a ghost cat that lives in a book.
Leveraging the background I made for a block game to upsell the haunted house theme and ghost cat!
I tested a lot of owls! Lots and lots of Owls! Detective owl was a front runner.
I explored more teenager owls, cuter, added a scarf giving me a hint of Harry Potter / Hogwarts.
The final design of the owl.
My explorations for UI for host interactions.
A different style for host interactions.
An important part of my art direction involved exploring the balance between painted artwork style and photo real backgrounds.
For the games chest I designed a travel trunk which could potentially have customizable or unlockable stickers linked with progress.
Open version of the travel trunk chest.
A mockup of the reward sequence when you open chest and goodies fly out.
Backgrounds were unlocked from the chest like a poster, rolling open.
Different backgrounds themed around aspirational travel, relaxation and holiday, were developed.
Car d backs would also change to match the background.
UI exploration for a book that keeps track of words you've found.
A quick blender 3D render to get some coins for a store mockup.
A word card game
I did the art direction and most of the UI and artwork with the support of 1 artist reporting to me. A word card game with a travel theme potentially to be branded to a larger franchise so I had to factor that possibility into the art direction.