MIGHTY DOOM
Lead UI/UX Designer for Mighty Doom, a free-to-play mobile action title with 7.6M+ lifetime downloads and a 4.7★ Google Play rating from 330k+ reviews, through my company, Vincent Chan Designs Inc. I led the end-to-end development of the game’s UI/UX, creating the UI/UX for every feature in the game and collaborating with producers, designers, and engineers to define requirements for each feature and ensure alignment with gameplay goals and monetization strategies.
Leveraging my expertise in free-to-play systems, microtransactions, gacha, retention, and onboarding features, I conducted competitive analysis and revised features based on user feedback and testing to optimize player engagement. I defined the information architecture and user flows for all features, rapidly prototyped and iterated on core systems, and implemented UI directly in Unity uGUI. I created wireframes for every feature, built all screens and prefab libraries, and established scalable style guides and design systems to support live-ops needs.
My responsibilities encompassed delivering production-ready UI assets, iconography, and motion design, as well as partnering with engineers to integrate and optimize the UI. As the sole UI/UX designer on the project, this work demonstrates my ability to own and execute every aspect of the UI/UX process from strategy and design to implementation and optimization while collaborating effectively across disciplines.
INFO
PLATFORM
iOS, Android
DATE
2020-2024
SKILLS
UI/UX Direction, Wireframes, Information Architecture, Iconography, Unity uGUI Implementation
COMPANY
MOTION DESIGN
As part of my end-to-end ownership of UI/UX on Mighty Doom, I designed and animated a wide range of motion treatments that support core gameplay systems, reinforce player feedback, and highlight monetization moments in an engaging and on-brand way. All animations were created directly in Unity, and my production-ready animation files were used in the release build, greatly reducing engineering implementation time. These included a microtransaction sale promo for the Weapon Fusion feature that uses motion and particle bursts to draw attention without feeling intrusive; a weapon unlock sequence that combines anticipation-building timing with a clean burst-reveal to make the moment feel rewarding and drive retention; and an armory upgrade complete animation that reinforces progression through short, satisfying motion loops and light-sweep accents to communicate completion and polish. Across all motion treatments, I balanced clarity with visual delight, ensuring animations are performant on mobile, aligned to the DOOM aesthetic, and enhance usability rather than distract from gameplay.
In this example, I designed the UI/UX and motion treatment for toast notifications to communicate progression updates in a clear and unobtrusive way. The widget was built entirely using Unity components and designed to dynamically scale and animate based on line length and message type, which allowed me to set up the system myself and significantly reduced engineering effort. I established a consistent visual and animation language using a quick slide-in, brief hold, and smooth fade-out, with tuned easing curves and readable styling to ensure notifications remain visible even during active gameplay. The attached examples show different animation variants I explored, we ultimately went with the third option, which struck the best balance between visibility, pacing, and screen real estate while maintaining a polished and lightweight user experience.
I also designed and implemented motion treatments for the Mighty Doom main launch screen, specifically to draw attention to high-value actions like Battle Pass progression and Daily Reward collection. Using Unity’s animation tools, I created subtle button animations such as pulsing scale, light-sweep passes, and brief idle motion loops to indicate that rewards were available and encourage players to press them. These animations were intentionally short and lightweight to avoid visual fatigue, and were delivered as production-ready Unity animation files that engineers could drop directly into the release build with minimal additional setup.
UI ICONOGRAPHY & TEXTURES
The following showcases UI work I personally created and delivered, including all iconography and UI textures across menus, progression, and gameplay systems. I built these assets hands-on while also establishing the overall visual direction in collaboration with the Art Director. In addition, I defined and executed the look and rendering approach for 3D item icons and 3D key art used in screens, and set up systems for live ops so 3D artists knew exactly what to render out for ongoing events and content updates. I implemented best practices for optimizing UI textures directly in Unity, ensuring assets were as lightweight as possible while maintaining visual fidelity. All work went through review with id Software to maintain authenticity and consistency, resulting in a cohesive and polished UI style that reinforced the game’s fast-paced, visceral feel.


























