MonkeyTilt
I designed and shipped Crews, achievements, and challenges.
I designed and shipped Crews, achievements, and challenges. On the level-up screen, a badge is for the player and Crew Boost +5% is the rule drawn for the crew.
Challenges, then the crew
I designed the challenges hub, crew creation, and the crew dashboard, and shipped Crews, achievements, and challenges.
The grid and the detail are the challenge scope a player moves through.
Challenges hub
Challenge grid
Challenge detail
Build Your Crew
Crew dashboard
The level-up screen draws a crew boost
The level-up screen gives the player a badge slot and profile flair. Crew Boost +5% is the rule drawn on that screen for the crew.
Reaching three members unlocks Challenges, Rakeback, and a Full Crew Bonus.
Level-up screen, with Crew Boost +5% drawn as a rule
The phone gets its own layout
Building a crew and checking its progress each have a mobile composition. The hierarchy is built for the smaller screen.
A separate game prototype
I also prototyped a progressive Rubik’s Cube mechanic. The recording shows that concept in motion.
Process archive & additional artifacts 2 sections
Additional challenge states
The remaining individual-challenge states: reward vault, XP breakdown, completion toast, and unlock.
Additional crew screens
Remaining desktop and mobile crew-creation and crew-management screens.
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