The screens players live in

Hands-on UI and UX for two Netflix games and a streaming app, from the first map of every feature to the screens people actually tapped.

Client
Series Entertainment, for Netflix Games and Google Play
When
2023 to 2025
My role
Senior Art Director; designed the UI and UX hands-on
The screens players live in

What makes a screen work?

A good screen disappears. The player is thinking about who to trust, who to kiss and who to send home, never about where the button went.

Getting there took the same three habits on every product: map the whole thing before drawing any of it, teach each rule at the moment it matters, and close the loop by asking players what they think. Here they are in three shipped products, and each one is something you can try.

Singles Inferno · Netflix

The whole game on one board

Before anyone built a screen, I put every feature the game would need on one Figma board: loading, bios, dialogs, the love leaderboard, secrets, hot tips, challenges, mailboxes and the confessional.

Seeing it all at once is what makes twenty features feel like one game. Every new screen had to sit comfortably next to its neighbours.

The Singles Inferno UI board in Figma, every feature of the game laid out as groups of phone screens

Pick a feature to fly to it.

Singles Inferno home: the episode card, a Start button and the cast below
A dialogue choice: Amelie speaks, three replies to pick from
A character card with Bio, Values and Interests tabs
The UI system concept: home, a choice and a character card, drawn before the final art arrived.

The Ultimatum · Netflix

Teaching a game nobody reads the manual for

Players skip instructions, so the rules arrive one card at a time, right when each feature first shows up. I designed the tutorial cards, the menus around them and an icon set for the character creator.

Try it: tap the phone the way a player would.

Tutorial card: the ultimatum choice changes how the story treats youTutorial card: beliefs and values change how characters react to youTutorial card: the closet, a new look for every dateTutorial card: the achievement menuTutorial card: your first achievement unlockedTutorial card: rewardsTutorial card: restart a season if you are not happy with your choicesThe tutorial menu, where every card can be found again later
Eight cards, then a menu where every one of them waits for you if you need it again.

Drawn for the character creator

  • abs
  • back
  • beard
  • bone
  • buttocks
  • ear
  • elbow
  • eye
  • eyebrow
  • finger nail
  • foot
  • hair
  • hand
  • head
  • leg
  • lips
  • muscle
  • navel
  • neck
  • nose
  • throat
  • toe
  • tongue
  • tonsils
  • tooth
So players can find any part of their character at a glance.

Localizing for 12 languages meant every font had to cover Korean, Japanese and Traditional Chinese without bloating the game. Vicky on my team tested each font in the build and wrote the fallback plan.

In the live build

Watch for Pronouns. Right after you name yourself, the game asks, and it never assumes.

PandaReel · Android

A whole app, from splash screen to survey

PandaReel streams short anime series on Android. I designed it end to end: sign in, browse, spend coins on an episode, watch, and earn coins back by telling us what you think.

That last loop does two jobs at once: the survey that pays for the next episode also tells the team what players think.

01
PandaReel: Splash
Splash
02
PandaReel: Sign in
Sign in
03
PandaReel: Browse
Browse
04
PandaReel: Episodes
Episodes
05
PandaReel: Spend coins
Spend coins
06
PandaReel: Watch
Watch
07
PandaReel: Out of episodes
Out of episodes
08
PandaReel: Earn coins
Earn coins
09
PandaReel: Tell us
Tell us
Every screen captured from the app on a phone. The arc is the coin loop: a survey pays for the next episode.

Map it whole, teach it in the moment, ask the people using it. It held for two Netflix games and a streaming app, and it's how I'd start on yours.

All work