“Bust-A-Move Blitz” is based on the famous “Puzzle Bobble” game franchise. In this highly addictive Facebook Messenger version, players try to survive waves of enemies that culminate with a boss.Play Game
This is an iteration we had for the main screen that ended up getting changed. Players would frequently get treasure chests, but can only hold a certain amount at once. Tapping on one would start a timer to open it - the higher the rarity, the longer it would take. Additionally, a free chest would be awarded to players several times a day.
Main screen iteration with leaderboard as a focus. Since this is a social game, we wanted to highlight features that encourage player interactivity. This also includes sending gifts through Facebook Messenger.
This screen compares the player's scores with their friends'. Pressing on the “BRAG” button lets the player send a notification through Facebook Messenger whenever they beat the score.
The Upgrade Screen allows players to upgrade the damage they inflict on enemies. I also helped with the creation of the various bullet icons.
The Main Shop screen was designed by my lead, Nikki Phung. I helped with the Treasure Chest art, info screen, and flow for how they open. When I painted the background, I decided to go with a night time scene since I wanted the glow effects to pop more. This was later animated and polished by an Animator.
Since this game had multiple levels, I had to come up with a modular and reskinnable template for the background pieces. Before starting to paint, I like to send various rough sketches with the UI layered on top to my Art Director to make sure it doesn't obstruct the information the player needs.
Above is how the assets were broken down to build the various levels. A mask was also provided for the area where the bubbles are hidden. It's a template that was agreed upon with the games' engineers.
These small icons were part of an exploration of how the user would enter the various levels. I wanted these to look like miniature dioramas.
I occasionally had the opportunity to crate marketing art that entices people to try the game. While designing, my main goal was to quickly show the game's genre and show off its colorful playfulness.