A UX and visual design exploration focused on gamification, progression, and mechanical interface behavior.

Drag Racing - 01.01 Core Map.png

Overview

Some projects feel like a detour. This one felt like home.

I grew up playing Need for Speed — every single one of them. Those games shaped how I see design long before I became a designer. I didn’t know what UI or UX was back then, but I knew what it felt like when a game clicked: when a single gauge or animation could make your pulse spike.

Years later, when I was approached to explore the concept of a mobile drag racing game, it instantly resonated. Even though I normally work on complex digital products and enterprise systems, this was still neighboring territory for me. I’ve always been invested in the automotive world — design, mechanics, even the culture around it.

The challenge was to take everything I love about racing games — intensity, flow, and the art of motion — and translate it into a minimal mobile experience that could still deliver the thrill.

This wasn’t a live product or a KPI-driven release. It was a creative research and prototype project, meant to define what an emotionally resonant racing loop could feel like in under two minutes of play.

Context & Design Objectives

The core idea was simple:

“What if we could compress the essence of a full racing experience into a single, cinematic minute — and still make it personal?”

The brief was intentionally open. No tech constraints, no marketing requirements — just creative freedom and one guiding principle: make it feel fast, alive, and rewarding.

Design objectives:

  1. Sustain intensity without noise. Design for adrenaline, not distraction.
  2. Treat the car as identity. Make customization emotional, not transactional.
  3. Align monetization with pride. Offers appear after wins, never after losses.
  4. Make motion part of storytelling. Every interaction should feel physical — like shifting gears or pulling a handbrake.