Star Wars Commander
iOS/Android
I was UX Design Lead. Title received 4.5 stars in iOS App store, saw 5 million downloads in first month alone, continues to produce profits for Disney Interactive.
Star Wars Commander
Mobile game built using Unity 3D.


User Experience Guidance: Descriptive Terms
Descriptive words written by me and refined with the team to guide UI design overall.


Overall UI requirements
A checklist of essential traits/guiding principles for this experience.


In-Game Dialogue
Dialogue box for in-game narration and story development.


Main HUD Controls
Actions at the bottom, readouts above.


Contextual Actions Menu for a Building
We experimented with a radial action menu expanding from the selected item, but that model wasn't as accessible for thumb interaction.


Base Layout Editing Mode
Perspective shifted from 3D to isometric during base editing, to make layout easier to read.


Choose Your Allegiance!
Choose Rebels or the Empire as your faction.


Player vs. Player and Missions
Players could choose to focus on raiding other players or on story missions.


Initial Sketch for Chapter System
Sketch for Chapters and tasks. Once structure and hierarchy were better understood, these were simplified to their current, more mobile-friendly form.


Storyline Chapters


Alternate Sketch - Tasks
Alternate notion for task lists incorporating different planetary locations - akin to a 'carousel of planets'.


Storyline Task List
Showing the details of tasks within a given chapter.


Troop Training Menu
Interface for creating more units to use in combat.


Combat HUD Controls
During combat, controls still related contextually to the standard HUD, but allowed for combat-related actions


Results - Editor's Choice on iTunes
During Month 1:
- #13 top-grossing app (just under Spotify) on iTunes
- Reached #3 on iTunes free games charts (shown here at #4)
As of October 2018, title is still rated 4 stars in app stores according to AppAnnie data.

