DAILY CATCH is a habit-forming daily login system that rewards players with currency, items, and boosts; packaged as a satisfying, stamp-able punch card.

Feature

Tools

Adobe Illustrator Blender

Adobe Photoshop Figma

Timeline

6 weeks

Tools

Adobe Illustrator

Adobe Photoshop

Figma

Blender


Problem

The Gold Fish Direct-to-Consumer (DTC) web store had lower player trust and engagement compared to the in-app store, limiting its adoption rate. The challenge was to encourage repeat interactions and trust in the DTC web store in a way that felt rewarding, low-friction, and aligned with the Gold Fish’s brand.

Players were hesitant to visit or transact on the web, deterring first-time conversion and long-term retention.

Solution

Design a feature with a daily login reward system for the DTC web store that grants players a free, randomized gift (currency, items, boosts) each day. Framed as a collectible, punch card-inspired ritual, the feature turns routine logins into moments of anticipation and delight - balancing instant gratification with a progression path toward a grand reward.

The punch card system quietly shifts DTC visits from being a hesitant purchase decision to a no-risk, habit-forming daily ritual.

Role

Lead UI/UX Designer - responsible for the end-to-end design of the features within the team - wireframing, branding, and final asset hand-off. I collaborated with Leadership, Product, Engineering, and QA teams to concept, iterate, and refine the feature.


User flows & Wireframes

01

To kick off the design process, I drew a detailed user flow that outlined how players could interact with the Daily Catch feature across various states per the product spec. This ensured I captured all necessary key moments and screens before moving into wireframing. It also allowed me to preemptively notice points that could become moments of delight. I then cross-checked the flow against the engineering team’s flow diagram from their technical design document to align on the exact interactions I would be designing towards.

DISCOVERY






KEY SCREENS & COMPONENTS

Calendar Drawer (Main Screen)

Claimed (inactive, collapsed) and unclaimed (active, open) states. Clear status messaging (“Collect your Daily Catch” and countdown timer) to remove ambiguity

Timer, body copy, CTA button, currency icon, and calendar in a legible, at-a-glance layout

Copy to inform user when next reward is available to avoid confusion around eligibility

Progress/Milestones with clear visuals to show short and long-term rewards

Landscape and portrait mode support

Branding


Multi-currency layout (if grand chest is redeemable)

Seamless Web-to-App messaging and CTA

Branding

Reward Claim Popup (Modal)


CTA button to help user navigate back to store to alleviate friction and resume normal gameplay

Branding

Error Message Popup (Modal)


USER FLOW

Low-fidelity wireframes to explore flow, noting crucial touch points, and optimizing for portrait mode. The design uses a bottom-drawer interaction modeled after an existing, well-understood pattern found in other parts of the Goldfish ecosystem. Space has been allocated for a countdown timer and accompanying body copy to clearly communicate when the next reward is available.

LOW FIDELITY WIREFRAMES

Graybox mockups were created to provide tech artists and engineers with placeholder assets, helping define layout and assess playability while final art is still in development. Existing brand components were incorporated, along with exploratory punch card themes and stamp motifs.

GRAYBOX

EARLY CONCEPTS

02

Feedback & Iterations

Illustrator artboards showing evolution to final comps

Grand chest claimed states

Explorations of inactive reward bar states

Layout and reward claim state iterations

Final portrait screens after PM, QA, and team playtest feedback


FINAL Designs

03

Playthrough on portrait mode

Hero imagery created in a multi-step process using Blender, Photoshop, and Illustrator.

In-app reward popup matching existing game currency bar, branded with the Daily Catch logo


LIVE OPS Collateral

04

Custom live ops assets to be surfaced at launch to introduce the feature to players seamlessly in-game, Collaboration with Devin Lawson, art manager

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ShockWave