Game UI: Selected Screens

Tatsumeeko

Principal UIUX Designer · Tatsu Works Pte. Ltd. · Company work

A 2D anime RPG with gameplay built natively into Discord. As the sole UIUX designer on a 2-person product team, I owned the full interface: from onboarding flows and game mechanics to a design system built from scratch.

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Tatsumeeko — full UI overview
Tatsumeeko NPC currency shop screen

Immersive Learning

Players struggled to remember which currency was required in the shop, even with the HUD visible, and had no clear path to obtaining it. Rather than adding another instruction screen, I brought the tutorial forward through NPC dialogue, pairing story with imagery to make learning feel natural within the game world.

Each item in the inventory also surfaces its own "How to Obtain" information, giving players a reliable reference point anywhere in the game, without breaking flow.

Tatsumeeko Battle Pass screen

Battle Pass Reimagined

Working alongside composer Tsumugu Misugi, I identified an opportunity to extend the value of a bespoke character theme beyond its original one-time use in a quest. Instead, I proposed integrating it into progression, unlocking the track as a persistent background experience at the final Battle Pass tier. This transforms a purchase from a one-off reward into an ongoing emotional connection with the character and game world.

To reinforce progression further, the in-game environment subtly evolves as players advance, becoming more lively and reflecting the character's growing popularity. This creates a shared sense of progress for free and paying users alike, while giving premium users a deeper, more personal reward.

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Tatsumeeko design system components

Design System

Built a modular design system single-handedly to support complex, variable-driven UI components across the game.

Instead of designing for fixed use cases, I defined scalable base components with structured variants, allowing elements such as dialogue and inventory to adapt across multiple states, layouts, and contexts. Dialogue components accommodate different directional placements and character configurations; inventory systems scale across categorized and non-categorized formats.

By mapping out these variations upfront, the system gives engineers clear visibility into how components behave across scenarios, reducing reliance on feature-specific prototypes and improving implementation efficiency. This shifts the design system from a static library into a flexible foundation that supports scalability, consistency, and faster iteration across the product.

Game UI: Selected Screens

The Unchartered Dream

Principal UIUX Designer · Tatsu Works Pte. Ltd. · Company work

A 2024 Web3 event website where players could port existing NFTs to a newer platform and stake them for in-event benefits. Designed for both web and mobile, covering the full event experience: from onboarding and daily engagement loops to progression and reward systems.

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The Unchartered Dream — full screen overview
The Unchartered Dream upgrades screen

Upgrades

Upgrades act as a key progression lever, increasing damage output while incentivizing repeat engagement through referrals and daily activities.

The Unchartered Dream dashboard screen

Dashboard

Consolidates key metrics and actions into a single view, reducing friction and supporting continuous engagement loops.

The Unchartered Dream furniture reward screen

Furniture Rewards

Designed to build desire by revealing the complete furniture set, encouraging users to collect and complete.

Inspired by real-world retail experiences, where visualizing ownership increases intent and motivation. Shifts rewards from “items to unlock” into “spaces to aspire to own.”