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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.

  • 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.

  • 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.

  • 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":

  • Textured Mode: For players who want to see the "canon" look.

  • Clay Mode: For painters who need to see the raw geometry and lighting volumes without visual noise.

Role and Responsibilities:

  • Lead UX/UI Designer

  • User Researcher

  • Implementation supervisor

  • Assets coordinator



 

Tools Used:

  • Figma

  • Adobe Photoshop

  • Adobe Illustrator

  • ZBrush

Project duration:

  • 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":

  • Textured Mode: For players who want to see the "canon" look.

  • Clay Mode: For painters who need to see the raw geometry and lighting volumes without visual noise.

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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.

  • The Card System: We used the physical card metaphor. The UI is divided into clear tabs:

    1. 3D View: The visual hook.

    2. Stats: For gameplay utility.

    3. 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.

  • Challenge: High-quality textures for the "Textured Mode" were too heavy for mobile.

  • 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.

  • UX Challenge: Traditional comic page layouts are hard to read on small mobile screens due to small text bubble sizes.

  • 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.

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