Taste Buds
Company: PlayQ
Role: Senior UI/UX Designer (6 months)
I joined PlayQ as the sole Senior UI/UX designer in July of 2016 and I immediately started development on Taste Buds. The game was in a very early prototype stage when I joined, so I basically had to create all needed UI elements under supervision of our Art Director.
Since I was the only UI/UX designer for a long time, I had to wear many hats and simultaneously create UX, UI, and implement UI for a feature all within a 2-4 week deadline.

character unlocks
Taste Buds was a match-3 game centered around using character powers to help the player finish levels. As a player progressed in the game, they would unlock new characters with different abilities. They would also encounter the villains of the game, Orson and the Thingamaguys, who also had unlock screens.
Character Unlock UI
Shown here are my UI mocks for each character in the Taste Buds universe:
appear and hide animations
Shown here are animation mocks for how these screens would appear and disappear, all animated in Unity:
“Meet the buds” character info screen layout
Players could also access information about each character through an informational popup. This was the layout they would see for each character:

hapmoco ui skins
A fun part about Taste Buds was that all HapMoCo-related events had their own popup skins and color palettes
generic popup reskin
HapMoCo variant of the game’s generic popups:

misc animations & ui
loading screen ANIMATION
This mock was made in Unity: