UFC STRIKE

Clients

Concept Art House (Concept Labs)

Ultimate Fighting Championship (UFC)

Est. Duration

2022-2023

Project Contributions

Web Design

Creative Direction

User Research

Prototyping

Play Testing

Interface Design

Game Support

UFC STRIKE

Clients

Concept Art House (Concept Labs)

Ultimate Fighting Championship (UFC)

Est. Duration

2022-2023

Project Contributions

Web Design

Creative Direction

User Research

Prototyping

Play Testing

Interface Design

Game Support

A roster management & collectable NFT fighting game for UFC

A roster management & collectable NFT fighting game for UFC

To design a collectable NFT game for UFC. This game would integrate with UFC’s already established NFT marketplace, allowing new and existing collectors to use their NFT’s as playable assets (fighter characters, boosts, abilities, equipment, etc.). Players would use their collectable fighters to compete against each other, and recieve potential rewards for winning. These collectable NFT’s would also have varying rarities, and can potentially be sold or traded between players.

To design a collectable NFT game for UFC. This game would integrate with UFC’s already established NFT marketplace, allowing new and existing collectors to use their NFT’s as playable assets (fighter characters, boosts, abilities, equipment, etc.). Players would use their collectable fighters to compete against each other, and recieve potential rewards for winning. These collectable NFT’s would also have varying rarities, and can potentially be sold or traded between players.

Shipped High-Fidelity UI/UX Designs

Shipped High-Fidelity UI/UX Designs

For a web-based NFT fighting game in partnership with UFC, blending collectible mechanics with intuitive game flows across roster, squad, and match systems.

For a web-based NFT fighting game in partnership with UFC, blending collectible mechanics with intuitive game flows across roster, squad, and match systems.

For a web-based NFT fighting game in partnership with UFC, blending collectible mechanics with intuitive game flows across roster, squad, and match systems.

Translated complex product requirements into scalable design solutions

Translated complex product requirements into scalable design solutions

Including modular NFT templates, responsive layouts, and systems thinking for future content drops.

Including modular NFT templates, responsive layouts, and systems thinking for future content drops.

Including modular NFT templates, responsive layouts, and systems thinking for future content drops.

Worked cross-functionally with product, engineering, and marketing teams

Worked cross-functionally with product, engineering, and marketing teams

To align visual direction with brand goals, meet aggressive timelines, and deliver a polished stakeholder-ready experience.

To align visual direction with brand goals, meet aggressive timelines, and deliver a polished stakeholder-ready experience.

To align visual direction with brand goals, meet aggressive timelines, and deliver a polished stakeholder-ready experience.

01

Gathering Intel & Requirements

01

Gathering Intel & Requirements

01

Gathering Intel & Requirements

01

Gathering Intel & Requirements

Every project is unique, you simply work with what you have

The project had been in progress for about five months with an outside agency before I stepped in as the new UI/UX Lead Designer. My directive: hit the ground running. Upon review, it became clear that several foundational elements were either missing or underdeveloped.

Every project is unique, you simply work with what you have

The project had been in progress for about five months with an outside agency before I stepped in as the new UI/UX Lead Designer. My directive: hit the ground running. Upon review, it became clear that several foundational elements were either missing or underdeveloped.

Every project is unique, you simply work with what you have

The project had been in progress for about five months with an outside agency before I stepped in as the new UI/UX Lead Designer. My directive: hit the ground running. Upon review, it became clear that several foundational elements were either missing or underdeveloped.

Every project is unique, you simply work with what you have

The project had been in progress for about five months with an outside agency before I stepped in as the new UI/UX Lead Designer. My directive: hit the ground running. Upon review, it became clear that several foundational elements were either missing or underdeveloped.

Diving headfirst, and hitting the ground running

  • No established information architecture to guide the product’s structure or flow.

  • Missing wireframes or basic blueprints. Mocks were immediately available with no reference to follow up with.

  • Absence of a grid system, leading to noticeable inconsistencies in layout, sizing, and components.

  • Visual hierarchy seemed inconsistent/lacking.

Diving headfirst, and hitting the ground running

  • No established information architecture to guide the product’s structure or flow.

  • Missing wireframes or basic blueprints. Mocks were immediately available with no reference to follow up with.

  • Absence of a grid system, leading to noticeable inconsistencies in layout, sizing, and components.

  • Visual hierarchy seemed inconsistent/lacking.

Diving headfirst, and hitting the ground running

  • No established information architecture to guide the product’s structure or flow.

  • Missing wireframes or basic blueprints. Mocks were immediately available with no reference to follow up with.

  • Absence of a grid system, leading to noticeable inconsistencies in layout, sizing, and components.

  • Visual hierarchy seemed inconsistent/lacking.

Diving headfirst, and hitting the ground running

  • No established information architecture to guide the product’s structure or flow.

  • Missing wireframes or basic blueprints. Mocks were immediately available with no reference to follow up with.

  • Absence of a grid system, leading to noticeable inconsistencies in layout, sizing, and components.

  • Visual hierarchy seemed inconsistent/lacking.

Provided Mock Reference - 1

Provided Mock Reference - 2

Provided Mock Reference - 1

Provided Mock Reference - 2

Provided Mock Reference - 1

Provided Mock Reference - 2

Provided Mock Reference - 1

Provided Mock Reference - 2

Provided Mock Reference - 3

Provided Mock Reference - 4

Provided Mock Reference - 3

Provided Mock Reference - 4

Provided Mock Reference - 3

Provided Mock Reference - 4

Provided Mock Reference - 3

Provided Mock Reference - 4

02

Planning & Flows

02

Planning & Flows

02

Planning & Flows

02

Planning & Flows

Talking points, & establishing a foundation to design from

Pre-wireframes, I needed to have a proper understanding of how this product will function. Things like key features the game will include, how it’ll integrate alongside the existing UFC Strike website (alongside current/future collectable NFTs), the type of user this game was meant to target, specific business goals to keep in mind, etc, can all be relevant to solidify a foundation to design from.

Talking points, & establishing a foundation to design from

Pre-wireframes, I needed to have a proper understanding of how this product will function. Things like key features the game will include, how it’ll integrate alongside the existing UFC Strike website (alongside current/future collectable NFTs), the type of user this game was meant to target, specific business goals to keep in mind, etc, can all be relevant to solidify a foundation to design from.

Talking points, & establishing a foundation to design from

Pre-wireframes, I needed to have a proper understanding of how this product will function. Things like key features the game will include, how it’ll integrate alongside the existing UFC Strike website (alongside current/future collectable NFTs), the type of user this game was meant to target, specific business goals to keep in mind, etc, can all be relevant to solidify a foundation to design from.

Talking points, & establishing a foundation to design from

Pre-wireframes, I needed to have a proper understanding of how this product will function. Things like key features the game will include, how it’ll integrate alongside the existing UFC Strike website (alongside current/future collectable NFTs), the type of user this game was meant to target, specific business goals to keep in mind, etc, can all be relevant to solidify a foundation to design from.

Zoomable image

Early Site Map

Zoomable image

Early Site Map

Zoomable image

Early Site Map

Zoomable image

Early Site Map

Zoomable image

Early Site Map

Zoomable image

Early Site Map

Zoomable image

Early Site Map

Zoomable image

Early User Flow

Zoomable image

Early User Flow

Zoomable image

Early User Flow

03

Initial Wireframes

03

Initial Wireframes

03

Initial Wireframes

03

Initial Wireframes

Gray blocks, placeholders, and silhouettes

I began by building out mid-fidelity wireframes focused on core game loops: collecting fighters, managing fighter equipment/abilities, and engaging in asynchronous live matches. These screens helped us rapidly validate interaction patterns before committing to the final visual style.

Gray blocks, placeholders, and silhouettes

I began by building out mid-fidelity wireframes focused on core game loops: collecting fighters, managing fighter equipment/abilities, and engaging in asynchronous live matches. These screens helped us rapidly validate interaction patterns before committing to the final visual style.

Gray blocks, placeholders, and silhouettes

I began by building out mid-fidelity wireframes focused on core game loops: collecting fighters, managing fighter equipment/abilities, and engaging in asynchronous live matches. These screens helped us rapidly validate interaction patterns before committing to the final visual style.

Gray blocks, placeholders, and silhouettes

I began by building out mid-fidelity wireframes focused on core game loops: collecting fighters, managing fighter equipment/abilities, and engaging in asynchronous live matches. These screens helped us rapidly validate interaction patterns before committing to the final visual style.

Mode Select

Roster

Mode Select

Roster

Mode Select

Roster

Mode Select

Roster

Equipment - Abilities/Boosts Sample 1

Equipment - Abilities/Boosts Sample 1.1

Equipment - Abilities/Boosts Sample 1

Equipment - Abilities/Boosts Sample 1.1

Equipment - Abilities/Boosts Sample 1

Equipment - Abilities/Boosts Sample 1.1

Equipment - Abilities/Boosts Sample 1

Equipment - Abilities/Boosts Sample 1.1

Steve Ibsen

Creative Director @ Concept Labs

Steve Ibsen

Creative Director @ Concept Labs

Steve Ibsen

Creative Director @ Concept Labs

Steve Ibsen

Creative Director @ Concept Labs

"

Daniel is a very talented UI/UX Lead whom I had the pleasure of working with on a number of AAA game titles.

He’s a self-motivated problem solver who brings a goldmine of expertise and creativity to every project he takes on.”

"

Daniel is a very talented UI/UX Lead whom I had the pleasure of working with on a number of AAA game titles.

He’s a self-motivated problem solver who brings a goldmine of expertise and creativity to every project he takes on.”

"

Daniel is a very talented UI/UX Lead whom I had the pleasure of working with on a number of AAA game titles.

He’s a self-motivated problem solver who brings a goldmine of expertise and creativity to every project he takes on.”

"

Daniel is a very talented UI/UX Lead whom I had the pleasure of working with on a number of AAA game titles.

He’s a self-motivated problem solver who brings a goldmine of expertise and creativity to every project he takes on.”

Sample Pack Page

Combat

Sample Pack Page

Combat

Sample Pack Page

Combat

Sample Pack Page

Combat

Select An Opponent

Weekly Tournament - Ticket Use

Select An Opponent

Weekly Tournament - Ticket Use

Select An Opponent

Weekly Tournament - Ticket Use

Select An Opponent

Weekly Tournament - Ticket Use

04

Color & Imagery

04

Color & Imagery

04

Color & Imagery

04

Color & Imagery

Balancing brand identity, and pleasant user experiences

Once core flows were approved, I transitioned into designing high-fidelity UI mockups that reflected the dark, high-energy aesthetic of UFC branding. Key elements included real-time feedback, rarity indicators, and action-driven layouts that feel game-ready.

Balancing brand identity, and pleasant user experiences

Once core flows were approved, I transitioned into designing high-fidelity UI mockups that reflected the dark, high-energy aesthetic of UFC branding. Key elements included real-time feedback, rarity indicators, and action-driven layouts that feel game-ready.

Balancing brand identity, and pleasant user experiences

Once core flows were approved, I transitioned into designing high-fidelity UI mockups that reflected the dark, high-energy aesthetic of UFC branding. Key elements included real-time feedback, rarity indicators, and action-driven layouts that feel game-ready.

Balancing brand identity, and pleasant user experiences

Once core flows were approved, I transitioned into designing high-fidelity UI mockups that reflected the dark, high-energy aesthetic of UFC branding. Key elements included real-time feedback, rarity indicators, and action-driven layouts that feel game-ready.

Manage Fighter - Hub

Manage Fighter - Hub

Manage Fighter - Hub

Manage Fighter - Hub

Manage Fighter - Summary

Manage Fighter - Summary

Manage Fighter - Summary

Manage Fighter - Summary

Manage Fighter - Basic

Manage Fighter - Advanced + Tooltips

Manage Fighter - Basic

Manage Fighter - Advanced + Tooltips

Manage Fighter - Basic

Manage Fighter - Advanced + Tooltips

Manage Fighter - Basic

Manage Fighter - Advanced + Tooltips

Roster / Inventory

Roster / Inventory

Roster / Inventory

Roster / Inventory

Mode Select - Coming Soon

Mode Select - All Available

Mode Select - Coming Soon

Mode Select - All Available

Mode Select - Coming Soon

Mode Select - All Available

Mode Select - Coming Soon

Mode Select - All Available

George Diaz

SVP of Engineering @ Concept Labs

George Diaz

SVP of Engineering @ Concept Labs

George Diaz

SVP of Engineering @ Concept Labs

George Diaz

SVP of Engineering @ Concept Labs

"

I was impressed by his contributions, talent, and tenacity while working under pressure as a designer.

His work elevated the quality of our game and he was a valuable team player due to his collaborative nature, patience, and curiosity. Daniel consistently delivered high-quality work that challenged engineers to create Triple A UI. Given the chance, I would gladly work with him again.

"

I was impressed by his contributions, talent, and tenacity while working under pressure as a designer.

His work elevated the quality of our game and he was a valuable team player due to his collaborative nature, patience, and curiosity. Daniel consistently delivered high-quality work that challenged engineers to create Triple A UI. Given the chance, I would gladly work with him again.

"

I was impressed by his contributions, talent, and tenacity while working under pressure as a designer.

His work elevated the quality of our game and he was a valuable team player due to his collaborative nature, patience, and curiosity. Daniel consistently delivered high-quality work that challenged engineers to create Triple A UI. Given the chance, I would gladly work with him again.

"

I was impressed by his contributions, talent, and tenacity while working under pressure as a designer.

His work elevated the quality of our game and he was a valuable team player due to his collaborative nature, patience, and curiosity. Daniel consistently delivered high-quality work that challenged engineers to create Triple A UI. Given the chance, I would gladly work with him again.

Duplicates - Filtering Sample

Duplicates - Filtering Sample

Duplicates - Filtering Sample

Duplicates - Filtering Sample

Duplicates - Selected (multi)

Duplicates - Selected (multi)

Duplicates - Selected (multi)

Duplicates - Selected (multi)

Duplicates - Confirm Stack

Duplicates - Attachments Detected

Duplicates - Confirm Stack

Duplicates - Attachments Detected

Duplicates - Confirm Stack

Duplicates - Attachments Detected

Duplicates - Confirm Stack

Duplicates - Attachments Detected

Duplicates - Empty Inventory

Duplicates - Stacking Tooltip

Duplicates - Empty Inventory

Duplicates - Stacking Tooltip

Duplicates - Empty Inventory

Duplicates - Stacking Tooltip

Duplicates - Empty Inventory

Duplicates - Stacking Tooltip

Duplicates - Serial # Tooltip

Duplicates - Unstack Tooltip

Duplicates - Serial # Tooltip

Duplicates - Unstack Tooltip

Duplicates - Serial # Tooltip

Duplicates - Unstack Tooltip

Duplicates - Serial # Tooltip

Duplicates - Unstack Tooltip

Combat - Advantage Bar

Combat - Advantage Bar

Combat - Advantage Bar

Combat - Advantage Bar

Combat - Sample Mock 1

Combat - Sample Mock 2

Combat - Sample Mock 1

Combat - Sample Mock 2

Combat - Sample Mock 1

Combat - Sample Mock 2

Combat - Sample Mock 1

Combat - Sample Mock 2

Combat - Sample Mock 3

Combat - Sample Mock 4

Combat - Sample Mock 3

Combat - Sample Mock 4

Combat - Sample Mock 3

Combat - Sample Mock 4

Combat - Sample Mock 3

Combat - Sample Mock 4

KJ. Yu

Director of Art Production @ Concept Labs

KJ. Yu

Director of Art Production @ Concept Labs

KJ. Yu

Director of Art Production @ Concept Labs

KJ. Yu

Director of Art Production @ Concept Labs

"

I had the pleasure of working with Daniel, whose ability to create intuitive and visually appealing designs is truly impressive.

He's a strong team player who is able to collaborate with cross-functional project stakeholders and manage the UI/UX process with external studios.

"

I had the pleasure of working with Daniel, whose ability to create intuitive and visually appealing designs is truly impressive.

He's a strong team player who is able to collaborate with cross-functional project stakeholders and manage the UI/UX process with external studios.

"

I had the pleasure of working with Daniel, whose ability to create intuitive and visually appealing designs is truly impressive.

He's a strong team player who is able to collaborate with cross-functional project stakeholders and manage the UI/UX process with external studios.

"

I had the pleasure of working with Daniel, whose ability to create intuitive and visually appealing designs is truly impressive.

He's a strong team player who is able to collaborate with cross-functional project stakeholders and manage the UI/UX process with external studios.

Combat - Sample Mock 5

Combat - Sample Mock 6

Combat - Sample Mock 5

Combat - Sample Mock 6

Combat - Sample Mock 5

Combat - Sample Mock 6

Combat - Sample Mock 5

Combat - Sample Mock 6

Combat - Results

Combat - Results

Combat - Results

Combat - Results

05

Early Prototype & Interaction

05

Early Prototype & Interaction

05

Early Prototype & Interaction

05

Early Prototype & Interaction

Brainstorming combat animations & transitions early, while designing around limitations.

We experienced challenges early on determining how combat could be represented with the limited visual assets at our disposal. Due to licensing limitations, the team at UFC wasn’t fully solidified whether 3d renderings of these fighters would be displayed, or if these flat cards would be used instead. I undertook creating a “worst case/bare bones scenario”, communicating concepts on how some of the surrounding elements might transition in/out, and how combining sounds with colliding cards could represent the fight.

Brainstorming combat animations & transitions early, while designing around limitations.

We experienced challenges early on determining how combat could be represented with the limited visual assets at our disposal. Due to licensing limitations, the team at UFC wasn’t fully solidified whether 3d renderings of these fighters would be displayed, or if these flat cards would be used instead. I undertook creating a “worst case/bare bones scenario”, communicating concepts on how some of the surrounding elements might transition in/out, and how combining sounds with colliding cards could represent the fight.

Brainstorming combat animations & transitions early, while designing around limitations.

We experienced challenges early on determining how combat could be represented with the limited visual assets at our disposal. Due to licensing limitations, the team at UFC wasn’t fully solidified whether 3d renderings of these fighters would be displayed, or if these flat cards would be used instead. I undertook creating a “worst case/bare bones scenario”, communicating concepts on how some of the surrounding elements might transition in/out, and how combining sounds with colliding cards could represent the fight.

Brainstorming combat animations & transitions early, while designing around limitations.

We experienced challenges early on determining how combat could be represented with the limited visual assets at our disposal. Due to licensing limitations, the team at UFC wasn’t fully solidified whether 3d renderings of these fighters would be displayed, or if these flat cards would be used instead. I undertook creating a “worst case/bare bones scenario”, communicating concepts on how some of the surrounding elements might transition in/out, and how combining sounds with colliding cards could represent the fight.

Early Combat Animation Prototype

Early Combat Animation Prototype

06

Home Page

06

Home Page

06

Home Page

06

Home Page

Setting the tone for players and stakeholders alike

To kick off the project and generate early excitement, I designed a conceptual home page that captured the energy and potential of UFC Strike. This screen wasn’t intended as final production UI, instead it served as a visual north star to communicate the game’s direction, feature pillars, and aesthetic to internal stakeholders, marketing leads, and external partners. Using a mix of placeholder assets and rapid layout exploration, the goal was to convey what a player might feel upon entering the game: impact, energy, and a sense of collectible value rooted in UFC’s brand DNA.

Setting the tone for players and stakeholders alike

To kick off the project and generate early excitement, I designed a conceptual home page that captured the energy and potential of UFC Strike. This screen wasn’t intended as final production UI, instead it served as a visual north star to communicate the game’s direction, feature pillars, and aesthetic to internal stakeholders, marketing leads, and external partners. Using a mix of placeholder assets and rapid layout exploration, the goal was to convey what a player might feel upon entering the game: impact, energy, and a sense of collectible value rooted in UFC’s brand DNA.

Setting the tone for players and stakeholders alike

To kick off the project and generate early excitement, I designed a conceptual home page that captured the energy and potential of UFC Strike. This screen wasn’t intended as final production UI, instead it served as a visual north star to communicate the game’s direction, feature pillars, and aesthetic to internal stakeholders, marketing leads, and external partners. Using a mix of placeholder assets and rapid layout exploration, the goal was to convey what a player might feel upon entering the game: impact, energy, and a sense of collectible value rooted in UFC’s brand DNA.

Setting the tone for players and stakeholders alike

To kick off the project and generate early excitement, I designed a conceptual home page that captured the energy and potential of UFC Strike. This screen wasn’t intended as final production UI, instead it served as a visual north star to communicate the game’s direction, feature pillars, and aesthetic to internal stakeholders, marketing leads, and external partners. Using a mix of placeholder assets and rapid layout exploration, the goal was to convey what a player might feel upon entering the game: impact, energy, and a sense of collectible value rooted in UFC’s brand DNA.

Home Page - Sample

06

NFT Design & Template

06

NFT Design & Template

06

NFT Design & Template

06

NFT Design & Template

Visualizing digital collectibles for the octagon era

As part of the broader product vision, I explored how UFC fighter NFTs could be presented in a way that felt both premium and game-ready. One key concept was a rotating digital “chip” with animated transitions, allowing collectors to view both visual and statistical information at a glance. Each side of the chip was designed to showcase different attributes. From the fighter’s portrait, nickname, and rarity classification, to core metadata like fight record, weight class, origin, and series number. These explorations balanced authenticity and utility while staying aligned with UFC’s brand and legal requirements, ensuring that each NFT felt like an officially licensed, collectible asset. The modular nature of the design also allowed it to scale across future fighter drops and rarity tiers, and laid the foundation for marketplace integration, ensuring visual consistency wherever NFTs appeared throughout the ecosystem.

Visualizing digital collectibles for the octagon era

As part of the broader product vision, I explored how UFC fighter NFTs could be presented in a way that felt both premium and game-ready. One key concept was a rotating digital “chip” with animated transitions, allowing collectors to view both visual and statistical information at a glance. Each side of the chip was designed to showcase different attributes. From the fighter’s portrait, nickname, and rarity classification, to core metadata like fight record, weight class, origin, and series number. These explorations balanced authenticity and utility while staying aligned with UFC’s brand and legal requirements, ensuring that each NFT felt like an officially licensed, collectible asset. The modular nature of the design also allowed it to scale across future fighter drops and rarity tiers, and laid the foundation for marketplace integration, ensuring visual consistency wherever NFTs appeared throughout the ecosystem.

Visualizing digital collectibles for the octagon era

As part of the broader product vision, I explored how UFC fighter NFTs could be presented in a way that felt both premium and game-ready. One key concept was a rotating digital “chip” with animated transitions, allowing collectors to view both visual and statistical information at a glance. Each side of the chip was designed to showcase different attributes. From the fighter’s portrait, nickname, and rarity classification, to core metadata like fight record, weight class, origin, and series number. These explorations balanced authenticity and utility while staying aligned with UFC’s brand and legal requirements, ensuring that each NFT felt like an officially licensed, collectible asset. The modular nature of the design also allowed it to scale across future fighter drops and rarity tiers, and laid the foundation for marketplace integration, ensuring visual consistency wherever NFTs appeared throughout the ecosystem.

Visualizing digital collectibles for the octagon era

As part of the broader product vision, I explored how UFC fighter NFTs could be presented in a way that felt both premium and game-ready. One key concept was a rotating digital “chip” with animated transitions, allowing collectors to view both visual and statistical information at a glance. Each side of the chip was designed to showcase different attributes. From the fighter’s portrait, nickname, and rarity classification, to core metadata like fight record, weight class, origin, and series number. These explorations balanced authenticity and utility while staying aligned with UFC’s brand and legal requirements, ensuring that each NFT felt like an officially licensed, collectible asset. The modular nature of the design also allowed it to scale across future fighter drops and rarity tiers, and laid the foundation for marketplace integration, ensuring visual consistency wherever NFTs appeared throughout the ecosystem.

07

Key Takeaways

07

Key Takeaways

07

Key Takeaways

07

Key Takeaways

Creating a game with zero assets can be challenging

This meant building the entire interface around placeholders, while still conveying excitement, energy, and clarity to both stakeholders and players. To overcome this, I leaned heavily on layout hierarchy, motion cues, and color theory to simulate the feel of a live product. I also created adaptable design templates that could flex as real assets came in, ensuring our work remained stable and production-ready even as visuals evolved. Designing without final art required extra foresight, but it also pushed me to focus on systems, structure, and interaction quality at every stage.

Creating a game with zero assets can be challenging

This meant building the entire interface around placeholders, while still conveying excitement, energy, and clarity to both stakeholders and players. To overcome this, I leaned heavily on layout hierarchy, motion cues, and color theory to simulate the feel of a live product. I also created adaptable design templates that could flex as real assets came in, ensuring our work remained stable and production-ready even as visuals evolved. Designing without final art required extra foresight, but it also pushed me to focus on systems, structure, and interaction quality at every stage.

Creating a game with zero assets can be challenging

This meant building the entire interface around placeholders, while still conveying excitement, energy, and clarity to both stakeholders and players. To overcome this, I leaned heavily on layout hierarchy, motion cues, and color theory to simulate the feel of a live product. I also created adaptable design templates that could flex as real assets came in, ensuring our work remained stable and production-ready even as visuals evolved. Designing without final art required extra foresight, but it also pushed me to focus on systems, structure, and interaction quality at every stage.

Creating a game with zero assets can be challenging

This meant building the entire interface around placeholders, while still conveying excitement, energy, and clarity to both stakeholders and players. To overcome this, I leaned heavily on layout hierarchy, motion cues, and color theory to simulate the feel of a live product. I also created adaptable design templates that could flex as real assets came in, ensuring our work remained stable and production-ready even as visuals evolved. Designing without final art required extra foresight, but it also pushed me to focus on systems, structure, and interaction quality at every stage.

Collaboration Is the Real Competitive Edge

From producers to engineers to external brand teams, this project reminded me how essential clear communication and cross-functional alignment are. The best solutions emerged when I brought others into the design process early and often.

Collaboration Is the Real Competitive Edge

From producers to engineers to external brand teams, this project reminded me how essential clear communication and cross-functional alignment are. The best solutions emerged when I brought others into the design process early and often.

Collaboration Is the Real Competitive Edge

From producers to engineers to external brand teams, this project reminded me how essential clear communication and cross-functional alignment are. The best solutions emerged when I brought others into the design process early and often.

Collaboration Is the Real Competitive Edge

From producers to engineers to external brand teams, this project reminded me how essential clear communication and cross-functional alignment are. The best solutions emerged when I brought others into the design process early and often.

New Concepts that expedited growth

Working on UFC Strike pushed me to think holistically, balancing game logic, visual storytelling, and user psychology. From card management to the energy of opening a new pack, every detail had to feel responsive and rewarding. It was a crash course in designing for fan engagement in a Web3-native context.

New Concepts that expedited growth

Working on UFC Strike pushed me to think holistically, balancing game logic, visual storytelling, and user psychology. From card management to the energy of opening a new pack, every detail had to feel responsive and rewarding. It was a crash course in designing for fan engagement in a Web3-native context.

New Concepts that expedited growth

Working on UFC Strike pushed me to think holistically, balancing game logic, visual storytelling, and user psychology. From card management to the energy of opening a new pack, every detail had to feel responsive and rewarding. It was a crash course in designing for fan engagement in a Web3-native context.

New Concepts that expedited growth

Working on UFC Strike pushed me to think holistically, balancing game logic, visual storytelling, and user psychology. From card management to the energy of opening a new pack, every detail had to feel responsive and rewarding. It was a crash course in designing for fan engagement in a Web3-native context.

DESIGN WITH BITE

Digital experiences for games, products & platforms.

Studio Fusniak is a one-person design studio led by Daniel Fusniak, crafting standout digital experiences for games, products, and platforms. When we say “we”, we mean the spirit of collaboration, craft, and creative partnership that drives every project.

© 2025 Daniel Fusniak. All rights reserved.

DESIGN WITH BITE

Digital experiences for games, products & platforms.

Studio Fusniak is a one-person design studio led by Daniel Fusniak, crafting standout digital experiences for games, products, and platforms. When we say “we”, we mean the spirit of collaboration, craft, and creative partnership that drives every project.

© 2025 Daniel Fusniak. All rights reserved.

DESIGN WITH BITE

Digital experiences for games, products & platforms.

Studio Fusniak is a one-person design studio led by Daniel Fusniak, crafting standout digital experiences for games, products, and platforms. When we say “we”, we mean the spirit of collaboration, craft, and creative partnership that drives every project.

© 2025 Daniel Fusniak. All rights reserved.

DESIGN WITH BITE

Digital experiences for games, products & platforms.

Studio Fusniak is a one-person design studio led by Daniel Fusniak, crafting standout digital experiences for games, products, and platforms. When we say “we”, we mean the spirit of collaboration, craft, and creative partnership that drives every project.

© 2025 Daniel Fusniak. All rights reserved.