Planets – A Competitive Mobile Board Game

A PvP mobile game where players evolve and customise their planets by competing in strategic board-based battles against friends, AI, or real opponents online.

Role

Senior UX/UI Designer

Industry

Mobile Gaming

Duration

8 months

a cellphone leaning against a wall
a cellphone leaning against a wall
a cellphone leaning against a wall

Stage 1. Usability Audit

Before refining the game design, I conducted a usability audit to identify pain points in the user experience and gameplay flow. The key areas of focus included:


1. Onboarding & First-Time User Experience

Issue: The tutorial lacked clear guidance on game objectives and mechanics.

Solution: Suggested a more interactive, step-by-step tutorial with visual cues and tooltips.


2. Navigation & UI Clarity

Issue: Players found it difficult to locate key actions like customising planets or checking leaderboards.

Solution: Recommended a more intuitive menu layout with clearer icons and labels.


3. Gameplay Mechanics & Feedback

Issue: Some players struggled to understand how to “catch” the opponent’s planet or defend against attacks.

Solution: Proposed clearer visual indicators and feedback animations for in-game actions.


4. Engagement & Progression

Issue: Lack of clear rewards and incentives for winning matches.

Solution: Suggested a more structured rewards system with progression-based unlocks.



Stage 2. Design Strategy

Based on insights from the usability audit, I developed a design strategy to enhance user experience, engagement, and retention. The strategy focused on four key areas:


1. Improving Onboarding & First-Time User Experience

• Designed an interactive tutorial with step-by-step guidance, tooltips, and visual cues to help new players quickly grasp game mechanics.

• Introduced progressive learning, where advanced mechanics are revealed gradually as players level up.


2. Enhancing Game Navigation & UI Clarity

• Streamlined the main menu to improve accessibility, ensuring that key features like customisation, leaderboards, and matchmaking were easy to find.

• Standardised UI elements with clearer icons, labels, and a more intuitive layout for smoother navigation.


3. Strengthening Gameplay & Feedback Loops

• Improved visual feedback for player actions, such as highlighting successful moves or defensive manoeuvres.

• Introduced a match summary screen with performance insights to encourage skill development.


4. Boosting Engagement & Monetisation

• Developed a more structured reward system, including daily challenges, achievement-based bonuses, and progression-driven unlocks.


Stage 3. Prototype Development

  • Wire-framing: The first step in prototype development was wire-framing, where I created low-fidelity sketches and digital wireframes to map out the game’s core screens and user flows. These wireframes focused on optimising navigation, ensuring that key actions—such as starting a match, customising planets, and checking leaderboards—were easily accessible. By testing these early layouts, I identified friction points in the user journey and refined the structure before moving into visual design.

  • High-Fidelity Prototyping: Once the wireframes were validated, I moved on to high-fidelity prototyping, where I introduced interactive elements to simulate real gameplay experiences. This phase allowed for usability testing, helping to assess how players interacted with the UI and whether the onboarding process was intuitive. The prototype also incorporated early animations and transitions to ensure smooth interactions, giving a more realistic sense of the final product. Through iterative testing, I refined button placements, menu hierarchy, and feedback mechanisms to enhance usability.

  • User Interface Design: For the final user interface designs, I focused on creating a visually appealing yet functional aesthetic that matched the game’s theme. The planets and customisation elements were designed to feel immersive and rewarding, using dynamic colours and animations to enhance engagement. I also ensured that key UI components, such as match indicators and in-game actions, were clear and accessible. By maintaining consistency in typography, iconography, and color schemes, the design not only reinforced the game’s identity but also improved overall usability.

Stage 1. Usability Audit

Before refining the game design, I conducted a usability audit to identify pain points in the user experience and gameplay flow. The key areas of focus included:


1. Onboarding & First-Time User Experience

Issue: The tutorial lacked clear guidance on game objectives and mechanics.

Solution: Suggested a more interactive, step-by-step tutorial with visual cues and tooltips.


2. Navigation & UI Clarity

Issue: Players found it difficult to locate key actions like customising planets or checking leaderboards.

Solution: Recommended a more intuitive menu layout with clearer icons and labels.


3. Gameplay Mechanics & Feedback

Issue: Some players struggled to understand how to “catch” the opponent’s planet or defend against attacks.

Solution: Proposed clearer visual indicators and feedback animations for in-game actions.


4. Engagement & Progression

Issue: Lack of clear rewards and incentives for winning matches.

Solution: Suggested a more structured rewards system with progression-based unlocks.



Stage 2. Design Strategy

Based on insights from the usability audit, I developed a design strategy to enhance user experience, engagement, and retention. The strategy focused on four key areas:


1. Improving Onboarding & First-Time User Experience

• Designed an interactive tutorial with step-by-step guidance, tooltips, and visual cues to help new players quickly grasp game mechanics.

• Introduced progressive learning, where advanced mechanics are revealed gradually as players level up.


2. Enhancing Game Navigation & UI Clarity

• Streamlined the main menu to improve accessibility, ensuring that key features like customisation, leaderboards, and matchmaking were easy to find.

• Standardised UI elements with clearer icons, labels, and a more intuitive layout for smoother navigation.


3. Strengthening Gameplay & Feedback Loops

• Improved visual feedback for player actions, such as highlighting successful moves or defensive manoeuvres.

• Introduced a match summary screen with performance insights to encourage skill development.


4. Boosting Engagement & Monetisation

• Developed a more structured reward system, including daily challenges, achievement-based bonuses, and progression-driven unlocks.


Stage 3. Prototype Development

  • Wire-framing: The first step in prototype development was wire-framing, where I created low-fidelity sketches and digital wireframes to map out the game’s core screens and user flows. These wireframes focused on optimising navigation, ensuring that key actions—such as starting a match, customising planets, and checking leaderboards—were easily accessible. By testing these early layouts, I identified friction points in the user journey and refined the structure before moving into visual design.

  • High-Fidelity Prototyping: Once the wireframes were validated, I moved on to high-fidelity prototyping, where I introduced interactive elements to simulate real gameplay experiences. This phase allowed for usability testing, helping to assess how players interacted with the UI and whether the onboarding process was intuitive. The prototype also incorporated early animations and transitions to ensure smooth interactions, giving a more realistic sense of the final product. Through iterative testing, I refined button placements, menu hierarchy, and feedback mechanisms to enhance usability.

  • User Interface Design: For the final user interface designs, I focused on creating a visually appealing yet functional aesthetic that matched the game’s theme. The planets and customisation elements were designed to feel immersive and rewarding, using dynamic colours and animations to enhance engagement. I also ensured that key UI components, such as match indicators and in-game actions, were clear and accessible. By maintaining consistency in typography, iconography, and color schemes, the design not only reinforced the game’s identity but also improved overall usability.

a cellphone leaning against a wall
a cellphone leaning against a wall
a cellphone leaning against a wall
a cell phone on a rock
a cell phone on a rock
a cell phone on a rock

Stage 4. User Feedback & Refinement

User testing revealed pain points in navigation, gameplay clarity, and engagement. Players struggled with certain mechanics and found customisation options limited. Their feedback helped pinpoint areas needing improvement.

To address this, I refined the UI for better clarity, adjusted button placements, added tooltips, and streamlined onboarding. More customization options were introduced to enhance personalization.

A second usability test confirmed improvements—players navigated more easily, understood mechanics faster, and felt more engaged. These refinements ensured a smoother and more rewarding experience.


Stage 5.Implementation & Launch Support

During implementation, I worked closely with developers to ensure the design was accurately translated into the game. I provided detailed design specifications, interactive prototypes, and UI assets while collaborating on adjustments to maintain usability and performance. Regular design reviews helped resolve any inconsistencies before launch.

We successfully launched an MVP version of Planets for initial testing within a limited focus group. This allowed us to gather real user insights on core gameplay, UI clarity, and engagement before a full release. Early feedback helped identify areas for refinement, particularly in onboarding and customization.

Post-launch, I monitored user interactions and engagement metrics, providing recommendations for iterative improvements. The MVP testing phase validated key design decisions while highlighting opportunities for further enhancements in future updates.

a cell phone on a ledge
a cell phone on a ledge
a cell phone on a ledge
a cell phone on a table
a cell phone on a table
a cell phone on a table
a cell phone on a bench
a cell phone on a bench
a cell phone on a bench

Outcome

Although the full version of Planets didn’t launch due to a lack of investor funding, the project was a valuable learning experience. The MVP release provided key insights into gameplay mechanics, user engagement, and design iteration in the mobile gaming industry.

This project strengthened my skills in UX/UI design, usability testing, and cross-functional collaboration with developers and stakeholders. It also gave me hands-on experience in game design, player retention strategies, and monetisation models—deepening my understanding of the gaming industry.

Despite the challenges, Planets was an exciting and rewarding experience that reinforced my passion for designing engaging digital products.

Outcome

Although the full version of Planets didn’t launch due to a lack of investor funding, the project was a valuable learning experience. The MVP release provided key insights into gameplay mechanics, user engagement, and design iteration in the mobile gaming industry.

This project strengthened my skills in UX/UI design, usability testing, and cross-functional collaboration with developers and stakeholders. It also gave me hands-on experience in game design, player retention strategies, and monetisation models—deepening my understanding of the gaming industry.

Despite the challenges, Planets was an exciting and rewarding experience that reinforced my passion for designing engaging digital products.

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Copyright 2025 by Aleksandrs Resetnikovs

Copyright 2025 by Aleksandrs Resetnikovs

Copyright 2025 by Aleksandrs Resetnikovs