Harvest Match
Category
Mobile - Game
/
A casual puzzle game concept with a bright, friendly interface and intuitive gameplay. The interface focuses on clear gameplay, playful visuals, and a fun progression from start to finish.

Background
Harvest Match is a casual match-3 game concept designed to make every interaction feel simple, colorful, and rewarding. From collecting fruits to celebrating a completed level, the interface focuses on clear gameplay, playful visuals, and satisfying feedback.
The goal was to create a UI that's easy to understand at a glance while keeping the experience engaging through cheerful illustrations, intuitive layouts, and rewarding animations. Every element, from the game board to the victory screen, is designed to support a smooth and enjoyable mobile gaming experience.
Design Process
Research
Before jumping into the design, I looked at a variety of match-3 games to understand what players expect from the genre. I gathered inspiration from their gameplay, progression, and interface patterns while identifying opportunities to make the experience feel fresh. These findings helped guide the visual direction and gameplay concept.


Wireframe
The initial sketches focused on the core gameplay and how each screen would connect. By visualizing the flow early, I could identify what worked and what needed to be improved before investing time in detailed UI. This process helped build a stronger foundation for the final design.


Asset, Theme
I explored a few visual directions before settling on a theme that best matched the game's playful personality. Once the style was defined, I started creating the illustrations, icons, and other assets needed for the interface. Keeping everything consistent helped create a more cohesive experience.


Background
I explored a few visual directions before settling on a theme that best matched the game's playful personality. Once the style was defined, I started creating the illustrations, icons, and other assets needed for the interface. Keeping everything consistent helped create a more cohesive experience.

Iteration + Final Design
Once the assets were complete, I tested different combinations to find the strongest visual direction. I refined the details, adjusted the balance, and ensured every screen felt connected. The final design was chosen after exploring and comparing multiple variations.

Mockup
With the design finalized, I created a series of mockups to showcase the game's interface in context. Presenting the screens this way made the experience feel more tangible and immersive. It was the final step in bringing the concept together.



