Skyborne: Phoenix Flight
Role: Lead UX Designer
Skills: UX, Visual Design, Unity Implementation
Platform: Mobile
Overview:
Led UX design for the next installment of the fantasy adventure RPG Skyborne franchise, establishing player onboarding, core gameplay flows, interactions, and scalable UX systems for a mobile Web3 experience.
Challenges:
Originally slated to be a PC release with deeply integrated systems, the team pivoted to a mobile friendly version to speed up development and simplify the gameplay. Adapting the initial vision to mobile introduced unique challenges like redesigning interactions for strictly touch control.
Hero Customization:
Hero customization was built to connect personal identity with digital ownership. By tying appearance, progression, and uniqueness to the NFT based heroes, players could create a character that personally meaningful, and one of a kind within the Skyborne world.
Building & Decorations:
Player islands became another pillar of expression and ownership. By allowing players to decorate, expand, and share their personal island with other visitors to further support social interaction and the notion of trade.
Mobile Pivot:
Moved to pivot the game from PC to mobile, simplifying gameplay and UX while preserving the core engagement, delight, and player fantasy from the original design and pitch.
Simplification:
Initial equipment and collection systems needed to be pared down for simplicity. Even the first pass introduced
UI Style Guide