Twisty Hollow

COMPANY Arkadium

ROLE Game Designer

TEAM SIZE 1 designer (me), 1 artist, 1 engineer, 1 producer

RESPONSIBILITIES product design, game design

USER GOAL Have fun in an app that is intuitive to use, and easy to understand.

BUSINESS GOAL Build a proof of concept of an innovative idea in 48 hours.

IDEA GENERATION
Early in the process, I pitched some mixes of player actions to the team in a brainstorm. Sometimes the secret to innovation is combining a few successful concepts in a brand new way!

ITERATION
With just 48 hours to work, there wasn’t much time to overthink things!

My earliest sketches had horizontal rows. Then we tried a circular screen because that wasn’t something any of us had seen on mobile before.

DEVELOPMENT
The proof of concept was a success! We were awarded “Most Fun” when the company hackathon concluded, and it was selected for further prototyping and development. The released app was a beautiful and polished evolution of our original!

FEEDBACK LOOPS
The core loop and progression loop that I designed for our proof of concept remained intact as Twisty Hollow grew beyond the prototype stage. This is how and why people stay engaged with the app over time.

RESULTS
Twisty Hollow found a fan base! It went on to be featured in the iPhone App Store as an App of the Week. It was also featured with a download code available at Starbucks registers nationwide!