Case Study
UI/UX Design for a Fast & Fun Multiplayer Party Game
UI/UX Design for a Fast & Fun Multiplayer Party Game



Discover
This project is a vibrant, multiplayer party experience filled with chaotic levels, expressive characters, and fast-paced competition. My goal was to create a UI that captured the game’s colorful energy—playful, loud, and instantly readable, even during the most chaotic moments. The visual direction needed to support the brand’s troll-like humor while staying functional across multiple game modes, character cosmetics, and reward systems.
Tools
Adobe Photoshop / Adobe Illustrator / Figma / Blender
Goals
UI System Architecture, Iconography & Visual Language , UX Flows & Navigation Interaction Design
Role
UI/UX Designer — UI system, layouts, icons, and interactions.
Discover
This project is a vibrant, multiplayer party experience filled with chaotic levels, expressive characters, and fast-paced competition. My goal was to create a UI that captured the game’s colorful energy—playful, loud, and instantly readable, even during the most chaotic moments. The visual direction needed to support the brand’s troll-like humor while staying functional across multiple game modes, character cosmetics, and reward systems.
Tools
Adobe Photoshop / Adobe Illustrator / Figma / Blender
Goals
UI System Architecture, Iconography & Visual Language , UX Flows & Navigation Interaction Design
Role
UI/UX Designer — UI system, layouts, icons, and interactions.









Section
Multiplayer game
Designing UI for a multiplayer party game focused on trolling your friends required creating a system that supported fast-paced interactions and a wide range of features. Because players could join multiple maps—each with its own theme—I designed a set of map-specific logos to make navigation and selection instantly recognizable. The progression system included a battle pass with three battery-based reward tiers, which needed clear visual states and consistent feedback.
Players could also customize their Taitiko character with skins, reaction emotes, and interchangeable backgrounds, so the interface had to support dynamic previews, cosmetic management, and smooth transitions. The main challenge was developing a flexible, scalable UI that supported humor, multiplayer flow, and feature depth while keeping everything intuitive and visually cohesive.
Section
Multiplayer game
Designing UI for a multiplayer party game focused on trolling your friends required creating a system that supported fast-paced interactions and a wide range of features. Because players could join multiple maps—each with its own theme—I designed a set of map-specific logos to make navigation and selection instantly recognizable. The progression system included a battle pass with three battery-based reward tiers, which needed clear visual states and consistent feedback.
Players could also customize their Taitiko character with skins, reaction emotes, and interchangeable backgrounds, so the interface had to support dynamic previews, cosmetic management, and smooth transitions. The main challenge was developing a flexible, scalable UI that supported humor, multiplayer flow, and feature depth while keeping everything intuitive and visually cohesive.





