Brief Intro
Baseball Bash is a mobile game I helped to develop in partnership with the MLB
• 3D character design based on pitchers and batters from the MLB
• 3D environment design based on real stadiums
• Arcade style gameplay for baseball lovers
• 3D environment design based on real stadiums
• Arcade style gameplay for baseball lovers
UX Mind Map
I worked with game designers and product managers to organize our thoughts into a "mind map" to analyze information and develop creative solutions. The mind map gave us a clear structure and hierarchy of thoughts and made complex concepts easier to understand. It included a central idea, topics and subtopics showing as nodes, and branches connecting these nodes especially since we were not making a traditional baseball game.

User Research
We performed deep research and analysis on the current market and our competitors. After that, I created medium fidelity explorations to help our team clarify our next steps:
• Pros and Cons on portraits and landscape?
• What differences exist in product development?
• Do we need to spend more time to investigate user behavior?
• What differences exist in product development?
• Do we need to spend more time to investigate user behavior?


Create Design Solutions
After we figured out the basic details, I started organizing the baseball deck design for each screen and developed the flow that included how to provide the best interactive experience for the average player.


Low-Fidelity Prototyping
Since there were a lot characters and movements of both of the pitchers and the batters, which impacted the UX, I worked closely with the art department, game design and technical artists to come up with various designs for each possible scenario and angle.

Unity Implementation for Testing
After we finalized our first phase design, I started working on the implementation in Unity for prototype testing. I continued working with engineers on troubleshooting design issues and any visual bugs.
Concept Design
In contrast to the 3D nature of the environments and the characters, the UI will rely on a predominantly ‘flat’ but bold graphic style inspired by chiseled sharp edged geometric forms.
The flat graphic style was made interesting through balanced asymmetrical shapes with subtle wonk, background chisel shapes that are offset on a 45 degree angle, and strong color choices. Shapes will generally be bold in scale and color.
Primary background elements will be animated in a 45 degree fashion offset in movement with secondary elements animated on a horizontal slide with offset timing
















