Snapshot
| Role | Scope | Year | Platform |
|---|---|---|---|
| Product Designer & Developer | Game UX, interaction design, asset creation, frontend gameplay implementation | 2026 | Web / Mobile Web |
Challenge
Building LETSPLAYIT required creating game assets for the first time and developing a browser-based game for the first time, while working solo across both design and development.
Objective
Create quick, no-install web games for competitive players on desktop and mobile, with leaderboard tracking across daily, weekly, and all-time performance.
Product Direction
- Designed LETSPLAYIT around instant access: open, play, compete, repeat.
- Focused the core experience on fast sessions for competitive gamers.
- Kept gameplay simple and web-native to work across desktop and mobile without installs.
Design Constraints
- Delivered v1 in a 5-week solo sprint.
- Built both game assets and gameplay implementation as first-time disciplines.
- Limited initial scope to one playable title to protect execution quality.
Key UX Decisions
- Reduced start friction so users can move from landing to gameplay quickly.
- Kept controls and interface patterns lightweight for cross-device play.
- Made leaderboard context visible and easy to switch across daily, weekly, and all-time views.
System Decisions
- Implemented a browser-first game flow that works on web and mobile web.
- Structured leaderboard logic around daily, weekly, and all-time ranking windows.
- Kept feature architecture modular so new titles can be added without reworking the full product shell.
Outcome Signals
- Established a clear no-install gameplay proposition for fast competitive sessions.
- Created a reusable foundation for score-based competition through leaderboard states.
- Built a scalable base for expanding from one title to a broader games catalog.
V1 Scope Decisions
- Intentionally launched with one game instead of multiple titles.
- Prioritized polishing core gameplay and supporting systems before expanding content volume.
Build Notes
- Delivered v1 end-to-end solo across product direction, UX/UI, game asset creation, and frontend implementation.
- Built the first title as a reference implementation to accelerate future title onboarding.
Next Phase
- Polish the existing game and platform interactions.
- Release additional game titles on top of the current foundation.
Snapshot
| Role | Scope | Year | Platform |
|---|---|---|---|
| Product Designer & Developer | Game UX, interaction design, asset creation, frontend gameplay implementation | 2026 | Web / Mobile Web |
Challenge
Building LETSPLAYIT required creating game assets for the first time and developing a browser-based game for the first time, while working solo across both design and development.
Objective
Create quick, no-install web games for competitive players on desktop and mobile, with leaderboard tracking across daily, weekly, and all-time performance.
Product Direction
- Designed LETSPLAYIT around instant access: open, play, compete, repeat.
- Focused the core experience on fast sessions for competitive gamers.
- Kept gameplay simple and web-native to work across desktop and mobile without installs.
Design Constraints
- Delivered v1 in a 5-week solo sprint.
- Built both game assets and gameplay implementation as first-time disciplines.
- Limited initial scope to one playable title to protect execution quality.
Key UX Decisions
- Reduced start friction so users can move from landing to gameplay quickly.
- Kept controls and interface patterns lightweight for cross-device play.
- Made leaderboard context visible and easy to switch across daily, weekly, and all-time views.
System Decisions
- Implemented a browser-first game flow that works on web and mobile web.
- Structured leaderboard logic around daily, weekly, and all-time ranking windows.
- Kept feature architecture modular so new titles can be added without reworking the full product shell.
Outcome Signals
- Established a clear no-install gameplay proposition for fast competitive sessions.
- Created a reusable foundation for score-based competition through leaderboard states.
- Built a scalable base for expanding from one title to a broader games catalog.
V1 Scope Decisions
- Intentionally launched with one game instead of multiple titles.
- Prioritized polishing core gameplay and supporting systems before expanding content volume.
Build Notes
- Delivered v1 end-to-end solo across product direction, UX/UI, game asset creation, and frontend implementation.
- Built the first title as a reference implementation to accelerate future title onboarding.
Next Phase
- Polish the existing game and platform interactions.
- Release additional game titles on top of the current foundation.
