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Mystic Kingdoms: Arena

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Core Responsibilities
  • Refined and elevated the UI/UX of core feature screens in Mystic Kingdoms, improving visual consistency and usability.

  • Designed quick system flows and prototypes that gets the idea across the engineers and designers.

  • Created additional graphic assets aligned with Mystic Kingdoms' visual direction.

  • Optimized, exported, and implemented UI assets within Unity prefabs for in-game integration

 Tools

Figma, Unity, Photoshop, Perforce 

MK Anchor
Home Screen
MK-Homescreen.png
Home Screen Adaptation

The home screen is where players spend most of their time in-game. As the central hub for accessing all game features, it required several iterations to solidify the visual design and functionality of each element. The process began with gray-boxing the elements, arranging them by visual hierarchy, then applying shape language and color based on keywords gathered in design meetings (ex: youthful, modern, etc)

MK-homescreen adaption.png
Prematch Screen

As a next-generation MOBA, the pre-match screen serves as the character select screen. The challenge was arranging all core elements on a single screen while surfacing the information players need at a glance.

MK-Prematch.png
Game Mode Select

A clean presentation of available game modes, Domination, King of the Hill, and Custom Match.

Designed with flexibility to accommodate new modes in the future.

MK-Game Mode Select.png
Game Lobby

Once you choose your game mode, the game will take you to game lobby. that let's you queue up either solo or with friends. 

Designed a screen with banner element that applied the established visual theme from home screen.

MK-Game Lobby variations.png
Collection Screen

Quick figma prototype of character profile page where you get to browse each ability videos, skins, gliders, and character backstory

End Match Screen and Flow
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