SlotsWrap Skinning system
Immersive is the word
- Scope Desktop
- Role Lead Designer
- Tools Figme, HTML, SCSS, JS
- Duration 2 Weeks<
Imagine a scenario where a tool is created before the application it is meant to be applied to. That’s exactly the situation I encountered when I joined the project. At that point, there was already an extensive portfolio of games, most of which had been published with an outdated UI. It was evident that not only did the UI need to be changed, but it also needed a fresh and stylized update.
With this challenge in mind, I set out to develop a Skinning System for the Slots Project. The goal was to create a user-friendly and efficient system that would allow for seamless customization of the UI across multiple games.
The primary objective of the Skinning System was to provide a straightforward and intuitive way for designers and developers to implement new visual styles without the need for extensive coding or manual adjustments. By utilizing this system, we aimed to streamline the process of updating and stylizing the UI across the entire portfolio of games.
One of the key advantages of the Skinning System is its versatility. It allows for easy customization of various elements such as colors, fonts, icons, and overall layout. Designers can effortlessly experiment with different themes and aesthetics, giving each game a unique and visually appealing look.
To ensure compatibility with the existing games, extensive research and testing were conducted. Compatibility issues were addressed, and the system was designed to seamlessly integrate with the existing codebase. This approach minimized disruptions during the implementation phase, allowing for a smooth transition to the new UI style.
In conclusion, the Skinning System for the Slots Project revolutionized the way we approached UI updates and stylization. It offered a user-friendly and efficient solution for implementing fresh and visually captivating designs across our portfolio of games. Through extensive research, testing, and user feedback, we were able to create a system that not only met our objectives but also exceeded player expectations.