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.

My role
Senior Product Designer (Contractor)
Scope
Crew creation & management · Challenges · Mobile · Game prototype
Delivery
Shipped Crews, achievements, and challenges
01

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

02

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

03

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.

04

A separate game prototype

I also prototyped a progressive Rubik’s Cube mechanic. The recording shows that concept in motion.

Progressive Rubik’s Cube prototype.
Process archive & additional artifacts 2 sections
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Additional challenge states

The remaining individual-challenge states: reward vault, XP breakdown, completion toast, and unlock.

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Additional crew screens

Remaining desktop and mobile crew-creation and crew-management screens.

Next / Game7

I led five concepts to one hero screen.