FANTASY FOOTBALL APP

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THE WHY (The User Need) Collectors and players of the "Fantasy Football" board game had two main needs: they wanted deeper lore (storytelling) for their characters, and painters needed a detailed reference guide to understand the miniatures' volumes before applying paint.
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THE WHAT (The Solution) A mobile companion app that serves as a digital encyclopaedia. It allows users to scan character cards to unlock interactive 3D models, stats, backstory, and digital comics.
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THE HOW (The Process) Working hand-in-hand with the design team, I implemented a system that integrates 3D real-time rendering with 2D UI overlays. We created a toggle feature (Clay vs. Textured) specifically designed to aid the hobbyist community.
1. Understanding the User: The "Hobbyist Painter"
Through community analysis, we identified that a large portion of our users buys miniatures to paint them.
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Pain Point: Viewing a tiny physical miniature makes it hard to see obscure details or understand the intended texture.
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UX Solution: We implemented an Interactive 3D Viewer with zoom and rotation capabilities. Crucially, we added a "Render Mode Toggle":
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Textured Mode: For players who want to see the "canon" look.
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Clay Mode: For painters who need to see the raw geometry and lighting volumes without visual noise.
Role and Responsibilities:
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Lead UX/UI Designer
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User Researcher
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Implementation supervisor
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Assets coordinator
Tools Used:
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Figma
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Adobe Photoshop
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Adobe Illustrator
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ZBrush
Project duration:
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1 month
1. Understanding the User: The "Hobbyist Painter"
Through community analysis, we identified that a large portion of our users buys miniatures to paint them.
-
Pain Point: Viewing a tiny physical miniature makes it hard to see obscure details or understand the intended texture.
-
UX Solution: We implemented an Interactive 3D Viewer with zoom and rotation capabilities. Crucially, we added a "Render Mode Toggle":
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Textured Mode: For players who want to see the "canon" look.
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Clay Mode: For painters who need to see the raw geometry and lighting volumes without visual noise.

The 'Clay Mode' feature was added specifically for painters to inspect geometry details, solving a key user need.
2. Information Architecture: Content Depth
The challenge was displaying a massive amount of information (Comics, Lore, Stats) on a small mobile screen without overwhelming the user.
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The Card System: We used the physical card metaphor. The UI is divided into clear tabs:
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3D View: The visual hook.
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Stats: For gameplay utility.
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Lore/Comic: For narrative immersion.
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UI flow designed to categorize content types: Visuals, Gameplay Data, and Narrative.
3. Technical Implementation & Optimization
As the bridge between the design team and Unity implementation, I had to ensure the app remained performant.
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Challenge: High-quality textures for the "Textured Mode" were too heavy for mobile.
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Solution: I optimized the UV maps and shader graphs to maintain visual fidelity while reducing the app size by 40%, ensuring smooth rotation and interaction on mid-range devices.
4. Narrative Integration
We wanted users to connect emotionally with the team through their backstory comics.
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UX Challenge: Traditional comic page layouts are hard to read on small mobile screens due to small text bubble sizes.
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Solution: Instead of a continuous scroll, I implemented a Single-Page Viewer with Pinch-to-Zoom functionality. This allowed users to focus on one page at a time and intuitively zoom in to read dialogue or appreciate art details without losing their place in the narrative.

Integrated comic reader that expands the universe of the physical game.

