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

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.
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: