Women in Orange BG

NOTICE: My site is currently undergoing an overhaul: Content and formatting may currently not reflect a final design outcome.

NOTICE: My site is currently undergoing an overhaul: Content and formatting may currently not reflect a final design outcome.

Lost Island Theme Park

Lost Island Theme Park

Scalable & Responsive UI Product

2021

Bringing Fun to the Island

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

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

Overview

Role:

Lead UI Designer

Project Focus:

Game UI, Interactive experiences and storytelling, Illustration

Mission

Statement:

Add depth to guest's themepark experience with gamification experiences, vs battles and quests

Tools & Software

Adobe Creative Cloud, XD & Miro

Achievement Badges

What does the product aim to achieve through great UX design?

A Parkwide gaming experience from the minute guest enter the park...if they wish

Visual-first design, aimed at Children under 10 with parental supervision and consent. Use o avatars and given usernames to retain anonymity of minors

Must be intuitive and colourful, capturing the spirit of a lost tribal island

Guests must also be able to navigate the park using an interactive map

Quiz battles bust be coherent and legible for "against-the-clock" answer

First Foray

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.

Character Integration

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.

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.

Supporting Illustration

As part of this project, I also served a role on the Illustration team, working with my excellent peers' character designs and providing assets myself in the form of achievement badges, as well as UI-centric icons and badges