The first build shipped working but felt unfinished — buttons didn't respond on press, modals were inconsistent, hierarchy was flat. In a market where install decisions happen in seconds, perceived quality is a retention lever. I led a focused interaction-design pass — standardized feedback, unified modal patterns, gesture navigation, a layer of micro-interactions — without changing a line of core product logic. Designed in Figma, implemented in Unity UGUI with DOTween.
Internal stakeholders flagged the UI as “prototype-feel.” I confirmed it through a structured competitor audit of three reference apps, comparing every screen of ours against published mobile interfaces. The issues weren't in the product logic — they were in feedback responsiveness, visual hierarchy, and modal consistency.
Three weeks before our internal milestone, the producer noted in a build review: “the game feels good to play but looks like a prototype.” The systems were balanced (100 levels of progression, six enemy types, an economy I'd already iterated three times) but the screen between the user and that work was failing it.
Before opening Figma, I did three things:
Key insight: The complaint “prototype-feel” is rarely about visual style. It's almost always about the absence of feedback — the screen not responding to you. Style fixes don't solve that, motion does.
I rewrote the team's complaint into four concrete, testable problems. Once they were named, the solution stopped being “polish the UI” and became four targeted workstreams.
The team said: “the UI looks like a prototype.” That's a sentiment, not a problem. From the audit and the friction notes I rewrote it as four problems:
| Problem | Evidence | Success looks like |
|---|---|---|
| 1. No tactile feedback | Buttons don't visibly respond on press. I double-tapped six times in 20 min. | Every interactive element has a visible state on press and release. |
| 2. Pop-ups feel placeholder | Wallpaper-style backgrounds, no styling consistency between pop-ups. | One pop-up framework. All pop-ups read as part of the same product. |
| 3. Information hierarchy is flat | Crop timers and income use the same weight. “Where do I look?” in audit notes. | User can locate primary state (gold, active timers) within one second. |
| 4. Navigation is rigid | Tab switching is instant cuts. Users don't know they can go back. | Transitions communicate where the user is relative to where they came from. |
Design intent: Four problems, not one. “Polish the UI” is unsolvable; “add scale-down feedback to every button” ships in a week.
Three visual directions on paper, three pop-up framing systems on Figma. Picked the one that was distinctive enough to feel like a product but cheap enough to ship in Unity UGUI within the budget.
Pros: Distinctive, premium feel. Cons: Out of budget — would need a dedicated illustrator we don't have. Also brittle: every new screen needs new art. Rejected.
Pros: Cheap, fast. Cons: Generic — every other Unity hypercasual on the store uses the same packs. Doesn't solve the “feels like a product” problem. Rejected.
A small set of patterned wood textures for modal frames, paired with a tactile-feedback motion system and a layer of celebratory micro-interactions. The textures are reusable; the motion system is a one-time investment that benefits every screen. Distinctive enough to feel like a product, cheap enough to ship in three months.
Once C was picked, I sketched the four targeted fixes in Figma:
Implemented in Unity UGUI with DOTween for motion. Designed the screens in Figma, then ported them into prefabs — reusing the same base prefab anywhere the same pattern appeared. Built once, used everywhere.


Implementation note: Building the feedback system first paid for itself immediately. Every screen I touched after that already felt right because the buttons did. The remaining work was just visual layout.
Two rounds of usability testing during the overhaul, with a stakeholder debrief after each. Findings drove specific tweaks to modal dismiss timing, achievement-claim feedback, and the swipe distance threshold.
Worked: Buttons register on press — reported as the standout improvement. Modal framework reads as a single product surface.
Didn't: Achievement claim was anticlimactic — users would unlock something and the screen barely acknowledged it. Modal dismiss felt too abrupt on confirmation.
Changed: Added a celebratory micro-interaction on claim (particle burst + scale pulse on the badge). Increased modal dismiss duration by 200ms.
Worked: Swipe transitions discoverable — everyone tried them within the first minute. The Wall of Fame became a session-summary anchor people kept checking.
Didn't: Swipe threshold was too sensitive — accidental tab changes when scrolling lists. End-of-battle background was static against an animated foreground — felt off.
Changed: Raised the swipe distance threshold and added a horizontal-only filter. Animated the end-of-battle background.
What the feedback progression showed: Round 1 was structural (“the new system works but doesn't celebrate”). Round 2 was tuning (“the system works, fix the numbers”). When feedback shifts from structure to tuning, you're close.
Same game, same screens, three months apart. The functional layout barely changed — what changed is what the screen does when you touch it.


Team feedback after the overhaul: “With this background and the UI fixed up like this it already looks like a completely different game.” — internal testing notes.