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I planned and designed the Album Collection feature as a UX/UI designer—my biggest and longest project to date. Taking ownership of such a core feature was both a challenge and an opportunity, requiring me to create clear user flows, deliver an intuitive experience, and act as the bridge between developers and the creative department to ensure its success.

AN ALBUM COLLECTION FEATURE

Team

Role: UX/UI Designer
Tools: Figma , Adobe XD, illustrator , Photoshop
Team:
Worked with product managers, developers, and creative

Game: Best fiends

The goal

The goal was to design an album collection feature—a proven mechanic in casual games—to drive long-term engagement. Albums give players a sense of progression and reward, helping to boost retention and increase revenue through collectible-driven motivation. As part of the process, we aimed to align with industry standards for what defines a successful album collection, while tailoring it to fit our game’s unique identity.

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Process

Before starting the design, I conducted research on similar album features in leading casual games to understand their core mechanics, pressure points, and structural patterns. This helped me identify what motivates players, how progression is typically framed, and which design elements drive retention in the genre.

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I led the creative concept, planned (but did not produce) the animations, contributed to the narrative direction, and oversaw the overall design. It was also important to adapt the feature to match the unique look and feel of our game, ensuring visual and experiential consistency.

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User Flows

As a UX/UI designer, my goal is to enhance user experiences by meticulously crafting user flows that encompass a wide range of possibilities. I focus on creating smooth interactions for players, ensuring every touchpoint is intuitive and engaging. By analyzing how users navigate through the application, I identify key areas for improvement that lead to seamless functionality.

Process

Before starting the design, I conducted research on similar album features in leading casual games to understand their core mechanics, pressure points, and structural patterns. This helped me identify what motivates players, how progression is typically framed, and which design elements drive retention in the genre.

I led the creative concept, planned (but did not produce) the animations, contributed to the narrative direction, and oversaw the overall design. It was also important to adapt the feature to match the unique look and feel of our game, ensuring visual and experiential consistency.

FLOW 1.png
FLOW 2.png
FRAME 2.png
FRAME 1.png

As a UX/UI designer, my goal is to enhance user experiences by meticulously crafting user flows that encompass a wide range of possibilities. I focus on creating smooth interactions for players, ensuring every touchpoint is intuitive and engaging. By analyzing how users navigate through the application, I identify key areas for improvement that lead to seamless functionality.

User Flows

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UI

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I designed the card UI and the foundation of the Album Collection feature. The cards were created to be visually attractive and to include a rarity system that defined their value. To add excitement, I introduced a special golden version as a high-value collectible for players to chase. All of this was carefully designed to remain consistent with the game’s existing visual style and language.

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