Lost Island

Case Study: UI / UX Project

An on-location Park-wide Mobile game aimed at all ages and audiences (primarily families with Children). This was my first UI lead for a Holovis project, which I relished thoroughly and with the utmost attention. To support this, I also produced peripheral design assets to work into the app itself, namely reward badges.

This complete app experience design combined gameplay and functional, park-related features into one whole package. It was a fun and challenging experience working with such a visually strong

Getting to work

As my first outright UI design project for Holovis, I came onto the project after the wireframing had been outlined by the Dev team and the client, so I had a structure to work from and could focus more on the interactions and overal design from a visual standpoint. This project was very open in terms of theming but had to largely match the message the park wanted to convey with its other installments, and the client wanted to nail the “Tiki” themology that would be present throughout. I researched into this theming more, creating moodboards and a library of references to work from.

Achievement Badges

A large element to my work on SWAD was the creation of hundreds of Badges and Medals, that would be awarded to the players in-game, as accomplishment and progression trophies for their playthrough of the parkwide game. The Realm medals shown here, I am particularly proud of as they were very extensively illustrated, drawn freehand using Adobe Illustrator; they were very popular with the client, who loved them so much they wanted to turn them from the initial digital-only designs and manufacture them into physical badges to sell in the in-park stores.

Character Integration

The parkwide gameplay was frequently populated and intertwined with an overarching story; the Story of the Tamariki. The Tamariki were a group of cute creatures that settled on the Lost Island and embodied the 4 elements of Water, Air, Earth and Fire. The team’s excellent Concept Artists had illustrated a whole host of these creatures which I was able to insert into my UI and utilise for graphic assets as well.