Mystic Kingdoms: Arena

Core Responsibilities
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Refined and elevated the UI/UX of core feature screens in Mystic Kingdoms, improving visual consistency and usability.
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Designed quick system flows and prototypes that gets the idea across the engineers and designers.
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Created additional graphic assets aligned with Mystic Kingdoms' visual direction.
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Optimized, exported, and implemented UI assets within Unity prefabs for in-game integration
Tools
Figma, Unity, Photoshop, Perforce
Home Screen

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)

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.

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.

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.

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


