Casual Match-3 Concept
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03Concept

Casual Match-3 Concept

Mobile Game UX/UI Concept

RoleUI/UX Designer (Concept)
Timeline2024
PlatformiOS & Android
TagsCasual · Match-3 · Concept

A live casual match-3 catalogue grows through feature additions — events, social layers, item expansions, IAP — but each new feature risks fragmenting the UI and adding cognitive load for casual players. The self-initiated brief: propose how a full suite of new features could ship with a consistent visual language and a hierarchy clear enough for the genre's broad audience.

7Features Designed
CasualTarget Genre
IAPMonetisation Flows

I designed the concept feature by feature: Gaming Events with time-pressure UX, a Fruit Library icon system for the new item catalogue, Hub screens as the navigational anchor, Facebook / social IRL screens for community hooks, IAP flows with minimal purchase friction, and a clear Entry experience. The warm, urban art direction — sun-lit park environment, playful typography — ties it together as a cohesive world rather than a stack of disconnected screens.

03Process

01 — Feature Mapping

Catalogued the proposed feature set: Events, Item Library, Hub, Social, IAP, Entry. Defined the UX requirements and player journey for each before design began.

02 — Art Direction

Established the warm urban visual identity — sun-lit environments, friendly palette, rounded display typography — to create a world that feels distinct within the casual match-3 space while staying instantly readable for the genre's audience.

03 — Screen Design

Designed all features: Gaming Events UX, Fruit Library icon system, Hub navigation, Facebook social screens, IAP purchase flow, and the game entry experience.

04 — Concept Presentation

Packaged the full concept into a Behance case study with annotated rationale for each feature decision and a style guide summary.

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