02 / 15 — UX/UI · Game Design

Crown Disco

A five-floor tile game where every tap answers back, designed end to end: rules, UX, UI, win popups and a playable prototype.

RoleProduct Designer
DeliverablesGame rules · UX flows · UI · Prototype
ScopeHome assignment · 375 × 667
Year2026

A mini-game concept built around one question: how do you make a simple tap feel rewarding, fair and worth coming back to? I designed the rules, the economy, the screens, the win celebration and a playable prototype.

01The brief

Make the classic tile game feel like a climb.

A casual mini-game inspired by Minesweeper, with a five-step progression: finish a board to unlock the next. Tiles can hold a prize, nothing, a loss, or a special tile that clears the board and pays an extra reward.

I turned it into Crown Disco: a VIP night where a crowned corgi leads you up five floors, dodging bombs and hunting for the disco ball.

16key screens across 5 floors, tooltips and win popups
32tile variants, every one tappable
41prototype frames: game, tutorial, lobby
5floors, each with a bigger chest
02Product thinking

Three goals behind every decision.

A mini-game works only if people get it right away and want to come back. I checked every layout, rule and animation against clarity in five seconds, “one more tap”, and a reason to return tomorrow.

Product goals and what to measure for the mini-game
03Research

Borrow the patterns, not the pixels.

I looked at mechanics social-casino players already know: risk grids, event milestone tracks, pick-’em bonuses and tiered celebrations. Keep the tension, skip the cash-out math, and show the next reward at all times.

Reference mechanics players already know
04Game design

One tap, four outcomes.

A 4×4 board of covered tiles. Every outcome has its own shape and colour, so it reads at a glance, colour-blind players included. A bomb resets only the current floor, so cleared floors stay paid and progress never goes backwards.

Rewards grow tenfold from floor 1 to floor 5, and so does the risk.

The four tile outcomes: prize, empty, bomb, disco ball
Reward and risk rising across five floors
The game loop: enter floor, tap, resolve, next floor
05Exploration

Four layouts, one clear winner.

Same content in greyscale, only the hierarchy changes. I scored each option against the principles: board size and tap targets, progress as a journey, reward visibility, thumb reach and theme fit. The track-on-top layout won 14 out of 15.

The win popup got the same treatment: a hero chest with a clear breakdown beat both a bank-statement receipt and a full-screen takeover that hid the math.

Four greyscale layout options
Scoring of the layout options
Three win popup directions
06Iteration

From Crown Tower to Crown Disco.

My first idea was a tower. Seen at real size it took a third of the width and felt heavy. A horizontal chest track gives the board full width, the tiles grew from 62 to 78 px, and a lighter VIP-disco theme brought the party energy in.

Version one, the tower, next to the final disco direction
07Final design

Five floors, one rising journey.

The layout stays identical on every floor, so there is nothing to relearn. Only the stakes change: a new room, more bombs, a bigger chest, and a gold board on the VIP finale.

Floor 1
Floor 2
Floor 3
Floor 4
Floor 5, the VIP finale
08Win popup

The celebration scales with the win.

Title, amount and one button, plus a small breakdown so the payout is easy to trust. The popup grows from “Nice win” to “Amazing” across floors, and the last floor pays in two currencies that sit side by side and are never added together.

Win popup states from floor 1 to the finale
09Exploring further

Could the board grow, and could a loss be a choice?

Two ideas kept out of the prototype on purpose. A board that grows from 9 to 25 tiles as you climb, and an optional paid continue on the final floor next to an always-free restart. Both are written up as hypotheses with what I’d test, not as results.

A board that grows across the five floors
Optional second chance on the final floor
10Prototype

It actually plays.

Every tile works. Balances, payouts and popups run on live Figma variables instead of fixed screens, and the first-time tutorial runs straight into the real game: each tile explains itself once, a bomb costs only the current floor, and finding the disco ball drops you onto floor 2.

What is wired in the prototype
Tutorial: each tile explained on first reveal
Tutorial: losing without the rage-quit
Tutorial: from discovery to the next floor
11Process

What was hard.

Four problems shaped the final design.

Challenges and how each was solved