Role
PM · UX Designer
Timeline
2025–2026
Platform
iOS & Android
Team
2 devs · 2 illustrators · 1 PM/designer

My role

I came in as Product Designer, working through discovery, mapping the flows, and prototyping the screens for the game's first version. As development went on I moved into Product Manager and UX Designer, shifting toward the strategic side of the product: running the team, holding the deadlines, and deciding what was in scope.

I worked on the flows, ran the tests, analysed the feedback, and made product calls grounded in data and usability, alongside setting the product vision and business model — which is why this case goes lighter on interface decisions than my others.

01

Context

The King's Jest is a multiplayer mobile party game where players compete in short rounds, using the phone's own motion sensors to move and dodge obstacles.

The project was built during a cycle at the Apple Developer Academy, where the team had just three months to conceive, build, and ship a game on the App Store — one whose mechanic or dynamic had to be genuinely different from what was already out there.

Trade-offs

  1. It needed a story

    Beyond being fun, the game would be pitched to potential investors, which meant building a strong, legible narrative to hold the entertainment experience together.

  2. Core mechanic first

    We prioritised shipping one complete, playable level in three months — enough to validate the core mechanic, even if it fell short of a full party game experience.

  3. A domain none of us knew

    We chose to build a game with no prior game design experience on the team, taking on the risk of unfamiliar territory as part of the process.

02

Discovery and direction

Starting assumptions

From the very first meeting, the team settled on Core Motion — Swift's native kit for reading the phone's movement — as the basis of the mechanic, because of how much it could set the game apart. To push that further and give the pitch a strong story, we went with local multiplayer, on the assumption that having players physically together would make the experience land harder.

  • •

    Physical movement would be the core mechanic

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    Local multiplayer would carry both the narrative and the social experience

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    Short, casual rounds would suit the moments people play in

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    Being in the same room would spark spontaneous reactions and social interaction

Benchmark

The competitive analysis followed two threads: sensor-based mechanics and the party game format. For the mechanic we looked at WarioWare and 1-2-Switch, which use sensors to build fast, approachable challenges. For the format we looked at well-known party games — Pico Park, Fall Guys, Mario Party — which live on short rounds, varied dynamics, and strong in-person social play.

Benchmark table comparing The King's Jest against WarioWare Move It!, 1-2-Switch, Mario Party, Pico Park and Fall Guys across six features, including sensors as the core mechanic and local multiplayer across multiple devices

Among Us came up as a successful mobile party game, but it stayed out of the benchmark: it did not meet the core criteria we had set for the project.

Audience and behaviour hypotheses

At this stage the decisions rested mostly on assumptions, and we defined the audience from the context we imagined people playing in: teenagers and adults, 14 to 30 → who like being around their friends in person → and are after light, competitive fun.

Because this was an entertainment product, there was no way to know whether the mechanic, the format, or the audience would land until the MVP existed. So during discovery we wrote those unknowns down as hypotheses, to be tested against the game in real use:

  • 01

    The game would appeal to a broad, varied audience

  • 02

    The motion-based mechanic would land as a pleasant surprise

  • 03

    Local multiplayer would be the differentiator and the product's story

  • 04

    The game would drive social interaction and engagement between friends

03

The MVP

Storytelling

We set a simple narrative frame to give the game an identity without getting in the way of the gameplay, using the story only to create a connection and give the challenges a context.

Set in a fictional medieval world, the game runs on dry humour and moderate difficulty: court jesters competing for the approval of a cruel king. In the single-level MVP, that comes down to a platform race through a dungeon, where players have to escape without falling into the lava.

MoSCoW

With only two months left before launch, we used MoSCoW to prioritise technical and feasibility requirements, focusing on validating the technologies the game depended on.

MoSCoW prioritisation board with four columns — Must, Should, Could and Won't — listing requirements such as modular architecture, the core mechanic and local multiplayer under Must, and sensitivity settings under Won't

Flow architecture

Below are the main options and states in the first version's flow.

MVP user flow diagram for version 1.0, running from opening the game through entering a nickname, the main menu, creating or joining a room, the waiting room, playing level 1, and the game over screen where time is the score
04

Validating the MVP

Testing in a controlled setting

After launch we ran controlled tests with two groups of four to eight players, aimed at validating local multiplayer and the core mechanic. Participants matched the audience we had defined up front: 14 to 30 year olds, with a range of familiarity with games.

6 out of every 10 struggled to adapt to the mechanic.

Every one of them had no prior familiarity with games.

Every participant who considered themselves a gamer rated the experience as satisfying.

Both the difficulty of the level and the overall experience scored well with that group.

The results pointed to the game engaging people who already play, who were noticeably keener to go again. On the back of that, we decided to take the game to a gaming event, to test the hypothesis at scale in a setting much closer to that audience.

Testing in the real world

The large-scale testing ran across three days at a gaming event. In that time, more than 600 rounds were played. To drive engagement and watch competitive behaviour up close, we ran a competition with prizes, which drew a strong turnout and a lot of people replaying unprompted.

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    The game drives not just competition but the urge to beat your own record, with players chasing better times

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    Most of the audience plays with friends remotely, and reported rarely meeting up in person to play

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    Even among people who are not regular mobile players, most found the mechanic fun and said they would play again

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    Over half the interested players were on Android — a critical platform gap for a product that was still iOS-only

Where the hypotheses broke

The testing confirmed some of what we had assumed, and forced us to rewrite the rest from how the product actually got used.

❌ The game would appeal to a broad, varied audience

Engagement was significantly higher among people already familiar with games.

✅ The motion-based mechanic would land as a pleasant surprise

People read it as fun and genuinely different, including those who do not usually play on their phones.

❌ Local multiplayer would be the differentiator and the product's story

In practice, requiring everyone to be in the same room limited use and cut down the chances to play at all.

✅ The game would drive social interaction and engagement between friends

The social side did matter, but players said they would rather play with friends at a distance.

05

Turning the product around

The validation data exposed limits in the original audience, in the multiplayer model, and in how far the game could scale technically. From there, I led a strategic turn for the product, aimed at widening its reach, creating more chances to play, and opening room to grow.

Strategic decisions

What we learned in testing drove structural changes to the product's direction.

Higher engagement among experienced players → a sharper audience

The audience stopped being everyone and became someone specific.

New target audience: teenagers and adults, 14 to 30, already familiar with digital games and drawn to competitive experiences.

Beating your own record as the motivator → a single-player mode

Plenty of players were creating rooms just to play alone, chasing their own best times.

That led to a practice mode, built around solo play and fast replays.

Being in the same room as a barrier → a new multiplayer model

Local multiplayer narrowed the chances to play and did not match how the audience behaved — they told us they would rather play at a distance.

The call was to move from local to online multiplayer, so people could play far more often.

An Android-heavy audience → rebuilding the product

The concentration of Android users made the iOS-only build an obvious ceiling on reach.

We chose to rebuild the game from scratch in Unity, which made cross-platform support possible and gave us a more flexible base to keep building on.

Rebuilding the experience

The technical rebuild made room to redesign the experience end to end. The game's flow was restructured around:

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    The new platform (Unity) and what it made technically possible

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    The new online multiplayer model, built for stability and scale

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    The practice (single-player) mode, answering behaviour we had already observed

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    An experience architecture ready for multiple levels, progression, and future expansion

Final results

With the game being rebuilt anyway, we matured the visual identity and reworked every screen to match the new flow, accounting for the move to Unity, online multiplayer, and the new single-player mode.

Screens from version 1.0 beside version 2.0, showing the matured visual identity — the home screen, room and match screens, the enter-code screen, and the in-game timer, redrawn in the new medieval style

The behaviour we had observed — players beating their own records — was turned into a way to play.

Single-player mode, before and after. Before, solo play required creating an empty room and starting a match alone; after, an official Practice Solo option sits on the play screen beside Create Match and Join Match
Match host flow, before and after. Before, the host approved each player manually from the room overview; after, the host generates and shares a six-character match code and players fill the grid on their own
Match guest flow, before and after. Before, players browsed a list of rooms and waited for the host to approve the request; after, players enter the match code for instant access and wait only for the host to start

Metrics and telemetry

We set up the product's analytics foundation — north star metric, OMTM, and events — making quantitative testing and metric-led iteration possible from here on.

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    North Star Metric (NSM): daily play time per active user

    It reflects how much continuous value the game delivers to players.

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    One Metric That Matters (OMTM): completed round rate

    Players who finish rounds spend longer playing and are more likely to come back.

With no monetisation model in place, the focus is on understanding how long players spend inside matches, since that time is a direct signal of engagement.

Telemetry event plan in three stages. Match Creation and Joining tracks the host, guest and solo flows to measure the match-start funnel, showing problems with host and guest distribution, waiting time before a match starts and drop-off during setup. Gameplay in level 1 logs leaving the match to measure engagement and drop-off, showing whether players quit over difficulty, match length or frustration, to guide balancing. Completion and Retention logs closing the game, returning to the menu and playing again to measure the OMTM, testing whether players who complete the level are more likely to play again
06

Closing reflections

Building an entertainment product put the whole team on unfamiliar ground. The goal was not to solve a direct pain, but to create something different, fun, and worth remembering.

It became clear that thinking about a game runs on a different logic than utility products. The decisions go past efficiency and usability into engagement, surprise, and whether anyone wants to play again. For all that complexity, it is what made this project so enjoyable to build.

I worked mainly on the strategic layer of the product, moving between the designer and product manager roles. Over the course of it, I confirmed both my interest in and my aptitude for work that calls for product vision, organisation, and constant communication.

“The King's Jest is available, with everything described in this case, on iOS and Android.”