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Bubble Busters, 2026

Bubble Busters revolutionizes the classic bubble-shooter experience with exciting real-time battles against players from around the globe. Strategize every move on a shared game board, outsmart your opponent, and claim victory!

Bubble Busters offers a variety of game modes and 3D characters that challenge your strategy, speed, and skill. There’s always a fresh way to play—and win!

My role: Lead UX/UI Designer

I joined the project one year after the game’s release. In my role, I lead the UI team in designing new features, plan production pipelines in collaboration with all departments, replace outdated assets, and develop a cohesive design system. This system enables multiple team members to work efficiently with shared UI resources while maintaining visual consistency across the game.

Company: Pixel Pie
Art Director: Idan Chen

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Lobby Screen

The lobby screen is in a constant battle for the player’s attention, where every element feels important. New features, each with a unique visual identity, must compete for visibility alongside ongoing events and promotions.

Redesigning the lobby while the game continued to grow—and while working with a limited infrastructure—was a significant challenge. The project required us to improve the lobby gradually, working within the existing system while strengthening and modernizing it wherever possible.

Old design

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Ladder Event

This feature was designed as a progression ladder for special in-game events and experiences, drawing its primary inspiration from classic arcade machines.

The final design shown here was developed in collaboration with the Concept Art team, building on the initial framework provided.

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UX exploration 

Mock from Product 

After receiving the initial mock-up from the Product team, I began organizing the information and exploring different layouts while ensuring that all the feature’s requirements were met.

 

The feature was designed with future flexibility in mind, allowing every component to be easily modified and recolored.

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Feeling the experience 

Moving to light UI design, using existing materials to try and get a feel for the experience and still trying deferent information layout.

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Foundations to build on

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Stages and "Checkpoints"

Grand prize

Repeatable rewards 

Together with the director and the production team, decisions were made regarding what was suitable and what was preferred. A framework was established that allows for the creation of an experience that changes with each season.

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Profile Page

Designing a profile page that gives the player editing options. changing avatar, title, name editing and trophies showcase. in some way we wanted it to feel as a the players "business card" but fun.

Research 

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22:9

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16:9

18:9

4:3

Reward sequence

One of my first tasks in this project was making a new reward sequence. Giving it more celebration feeling and clear data reading.

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Old Design

Here we can see the old design for the rewards.

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Altho we didn't get to implement the hole vision there was a plan to slowly get there. the first step was to align and balance all our icons. making sure the icons allays work together in style and technically in the prefab.

Icons regalement 

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NEW

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Daily Missions Page

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Redesign the page to be more up to date with new design. more readable and fun to use.

OLD

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