Case Study
Overview
Blast Radius is a physical card game funded on Kickstarter in just 36 hours. This case study covers the early design phase of the mobile companion app, from wireframes through high-fidelity mockups and a working Figma prototype.
Role: UI design and product strategy (ongoing)
Scope: Design exploration · Development planned
Impact: Establishing visual direction and translating core game mechanics into mobile UI.
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Wireframes &
Compositional Exploration
Wireframes solved the spacial problem of adapting the layout for 3 to 6 players before going high-fidelity.







Information Card UI Design
The game uses collapsible info cards to surface critical information without cluttering the interface. Objective cards show player progress, health status cards surface when a player is sick or incapacitated, and a turn indicator reduces confusion in multiplayer sessions. Cards stack horizontally in a defined order and stay visible but collapsible, keeping the interface organized regardless of how many are present.
Rolling to Recover
When a player is incapacitated, their turn begins with a mandatory die roll. The roll UI takes over the screen, showing the target number needed to recover alongside the result. Rolling too low keeps the player locked out for another round, rolling the target number triggers a full recovery. The sequence was designed to feel consequential, with visual feedback that makes the stakes clear at a glance.





Final Insights
The physical game's visual language translated to digital more naturally than expected, scaling into a cohesive design system across the app. The next challenge is player engagement during downtime. In a turn-based multiplayer game, keeping non-active players invested while someone else takes their turn is critical, and the right interaction pattern for that moment hasn't been solved yet. That's the problem the next phase of design will tackle.




