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In this cycle of Madden Mobile, we were tasked with redoing the entire interface. It was a huge project and included a bunch of new features as well! This project was also completed on an expedited timeline, so we had to get creative with how we tackled it.


Feature: Goals Per Mode

Goals Per Mode
Objectives_Achievements - Visual Design Notes.jpg

Our Goals Per Mode feature is built to form habits for users within our game. A user comes here, and is able to run down their daily, weekly or monthly checklist, and cross off list items to get rewards. The goal here was to make this screen show rewards, display objectives, and make it very clear to a user that they have finished the objective. In my mocks above, the objective rows clear upon completion, and the progress bars associated with them display a users progress.

Feature: Sets (Trade-Ups)

Sets Overhaul - Visual Design Notes.jpg

Sets is a very important feature in our game. This is where users take all of the rewards they have earned and turn

them into better prizes. Similar to getting tickets at an arcade and exchanging them for prizes. The goal with this feature overhaul was to make it so that the art team did not have to add any art assets to their load. Everything shown is

dynamically pulled in XML, from assets already live in game. A user should be able to enter, tap a set, and view the requirements needed to claim the reward.

Feature: Live Events

Live Events
Live Event Requirements

We revisited the live event panel in this feature, to explain more information to the user prior to playing. In the mocks above, I have included screens that show when an event is too difficult to play in, and you have not met the requirements to play. A user must then edit their lineup to meet those requirements. Once they complete that, they can play!

Feature: Rank Up

Rank Up

Upgrading your player is a key part of the game. The goal with these screens was to show the user the players current level and rank, while also making it easy for a user to go in and complete all of the necessary tasks to upgrade their player.

Feature: Pack Opening

Pack Opening

We wanted to have tiered pack opening experiences for this season of Madden. The Rare card flip is more dramatic of an experience than the uncommon flip, and the pack open sequence is more intense than previously. If the cards within the pack are not rare or uncommon, the pack open experience will not be as intense as the mock above. This mock is to be used solely for high end pack content.

Feature: Updated Player Cards

Player Cards
MM S8 Player Cards.jpg

Lots of information needs to go on player cards in this game! And all of that information needs to fit into a very small space. For this card update, we wanted to show rarity elevation by using shape, color, and animation.

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