KGAll work

Tribaliii · Desktop sandbox creator platform

A no-code creator platform for building playable Worlds

I designed the creator journey across Creative Mode, Publish, and Play Mode with a cross-functional Agile team.

View the creator journey
Role
UI Designer
Team
Cross-functional Agile team
Delivery
12 Agile sprints

Build and publish a World without writing code.

For the MVP, we focused on one complete flow: choose or create a World, build it with supported assets and controls, publish it, and enter Play Mode.

01

Choose a World

Start from a template or an empty world.

Choose a Starting World screen with Meadow, Moonlit Forest, and Empty World templates

Defining the MVP

The wider product vision included characters, Marketplace, social features, collaboration, and multiple gameplay directions. With limited delivery capacity, we prioritized one path: choose or create, build, publish, and play.

I designed the creator flow and UI with the team.

I worked closely with the Product Owner, Scrum Master, developers, and other designers. I designed the user flows, navigation, interaction states, reusable components, and high-fidelity desktop UI.

Pencil illustration representing Product Owner
Product OwnerPriorities and evolving requirements
Pencil illustration representing Developers
DevelopersTechnical feasibility and development
Pencil illustration representing Me
MeUI DesignerFlows, interaction states, and UI system
Pencil illustration representing Scrum Master
Scrum MasterSprint planning and coordination
Pencil illustration representing Game Designer
Game DesignerGameplay rules and creator capabilities
Pencil illustration representing 3D Artist
3D ArtistWorlds, characters, and object assets

Design and development moved forward together.

Across 12 two-week sprints, I clarified requirements, mapped flows, reviewed designs with the team, answered development questions, and updated the UI.

  1. Clarify

    Review priorities, requirements, and open questions.

  2. Design

    Map the creator flow, interaction states, and reusable patterns.

  3. Review

    Check gameplay intent and development feasibility.

  4. Handoff and adjust

    Resolve implementation questions and refine the next increment.

Three parts of the creator experience

The screens below show navigation, editing tools, and Play Mode.

Navigation and settings

Main navigation and settings
Before
After

Access the platform’s main areas and settings from the navigation.

Build and edit a World

Asset selection, object placement, and editing
Before
After

Choose assets, place objects, and adjust their properties in the editor.

Play the World you built

Play Mode and object interactions
Before
After

Enter Play Mode to try the World you created.

What I designed

I turned product requirements and gameplay rules into the MVP flow, screen layouts, interaction states, and reusable UI components.

  • Creator flowChoose or create a World, build, publish, and enter Play Mode.
  • Creative ModeThe World view, asset library, object selection, and editing controls.
  • Reusable UINavigation, components, and patterns for review and ongoing development.
  • Clickable prototypesPrototypes of selected flows, used in team reviews.

One connected path from creation to play.

I delivered high-fidelity screens, clickable prototypes of selected flows, key Creative Mode and Play Mode states, and reusable UI components. The team used these designs for review and ongoing development. The product had not launched when I left.

Moonlit Forest with a placed Glass Lantern