Skip links

Eraser Blast

Welcome to the wackiest puzzle adventure ever!

Enter the bouncy wibble-wobble world of the Erasers!
Join Ned, Claire, and Maria as they take you on an adventure through
loads of wacky and challenging levels.
Swipe-and-connect fun chains of characters in order to
blast your way to high scores.

The goal

I joined the team at early stage of development in 2019 when the core was already defined.
The studio is a new founded by seasoned industry veterans, back by Supercell.
My task was to create an intuitive UX and execute a modern UI,
following their 3D plastic, chibi, and bulky art style.

Shop

I started with detailed research into how top-notch games implemented their shops with Good UI/UX for their retrospective markets, which is a key pillar for good monetization. In this case, I analyzed the pros and cons of different UX/UI treatments before implementing.

Shop_Preview-1

Candy Crush Friends shop:

Candy Crush Soda shop:

Candy Crush Jelly shop:

shop-03

Farm Heroes champions shop:

shop-04

Farm Heroes champions shop:

Clash Royal shop:

Shop

I started with detailed research into how top-notch games implemented their shops with Good UI/UX for their retrospective markets, which is a key pillar for good monetization. In this case, I analyzed the pros and cons of different UX/UI treatments before implementing.

Candy Crush Friends shop:

Candy Crush Jelly shop:

shop-03

Farm Heroes champions shop:

Shop_Preview-1

Candy Crush Soda shop:

Farm Heroes champions shop:

shop-04

Clash Royal shop:

The goal

Here are some of the early concepts for the shop items. I started with greyscale sketches for coins, gems, and other items. I was trying to represent the general 3D art style in the UI treatment. After I did the item’s hierarchy I started with concepts for the layout of the shop boxes and testing different compositions and trying to find the best way to represent different values and information from the shop.

Coins Sketches:

coins
art-director
c21o
coins-4
art-director-2
coins-5

Layout concepts:

layout-1
tick-no
layout-2
tick-no
layout-3
tick-yes

Final render:

Coins_render_01
art-director-5
Coins_render_02
art-director-6
Coins Pack
Gems Pack

Final layout

This is the final stage of the UI execution. The art style of the interface follows the general Art style and appearance of the game and represents the overall look and feel. All assets were implemented through the Unity engine

Coins Final
Gems Final
iPhone

User Flow

Store navigation:

User Flow 1

Purchase daily deals:

User Flow 2

Purchase coins:

purchase coins

Purchase lives:

purchase lives

Collection screen UI

This is the initial sketchesh for the boosters icons:

collection screens 01

Here is the exploration of how to represent the character information.

collection screens 02

This is the initial sketchesh for the boosters icons:

Here is the exploration of how to represent the character information.

collection screens 01
collection screens 02

Layout concepts:

Option A

layout option a

Option B

layout option b

Option C

layout option c

Option D

layout option d
layout option d director 1

Color explorations:

Option A

color exploration a

Option B

color exploration b

Option C

color exploration c

Option D

color exploration d

Final layout

final layout a
final layout b

Navigation

For this part of the UI, I started with some sketches for the icon from different angles

navigation а
navigation 02

After the icon concepts, I moved forward with some other options for the navigation design here:

navigation c

Final

the final
iPhone
art director final
thank you

Thank you!