UX/UI & GAME DESIGN
I designed a simple two-screen game with a vibrant retro aesthetic to create a competitive and fun experience. The simple user flow and hand-drawn visuals made the game loop dynamic and fast-paced.



Client’s Asks
The user flow was the next thing I had to figure out. I mapped out the user flow in order to make it as simple as possible - players connected their wallet, placed their bet (the $ would be withdrawn from their wallet and placed on hold), and then selected their choice of rock, paper, scissors.
- Simple 2 screens. I made a main selection screen & the game screen. This made it extremely easy for players to follow and use, and allowed them to play again and again on loop in a tournament-style game.
- Vintage, retro style. I opted for a hand drawn-styled sports announcer that was inspired by retro americana ads. The rest of the graphics in the game are also in a hand drawn style.
- Fun, bright aesthetic. The color palette I picked was yellow, green, and orange. I wanted a warm palette with vibrant colors. The primary font I picked is a silly, sans serif handwriting style
The user flow was the next thing I had to figure out. I mapped out the user flow in order to make it as simple as possible - players connected their wallet, placed their bet (the $ would be withdrawn from their wallet and placed on hold), and then selected their choice of rock, paper, scissors.
Mechanics
After selecting their choice, the game would start counting down from 3 and then display the results. I wanted the countdown to add anticipation, mimicking how the game would be like in real life - similar to the rotating wheels of a slot machine. Players would then have the option to cash out or continue playing.
To make the game feel more competitive, I opted for a tennis-themed background to evoke a competitive atmosphere - to make players feel like they were playing a “match”. The graphics are hand-drawn representations of rock, paper, and scissors. I explored a few tennis screens (see below gallery) and settled on the green-orange horizontal layout for the cleanest visual presentation. Animation was identified as a key component to further enhance the game's aesthetics, to be integrated during the development phase.
After selecting their choice, the game would start counting down from 3 and then display the results. I wanted the countdown to add anticipation, mimicking how the game would be like in real life - similar to the rotating wheels of a slot machine. Players would then have the option to cash out or continue playing.
To make the game feel more competitive, I opted for a tennis-themed background to evoke a competitive atmosphere - to make players feel like they were playing a “match”. The graphics are hand-drawn representations of rock, paper, and scissors. I explored a few tennis screens (see below gallery) and settled on the green-orange horizontal layout for the cleanest visual presentation. Animation was identified as a key component to further enhance the game's aesthetics, to be integrated during the development phase.