Blast Radius:

Mobile Companion App

Blast Radius:

Mobile Companion App

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.

Try it out for yourself

Features demoed in prototype:

  • Card and hand cycling for quick view

  • Card selection

  • Card use

  • Target selection

  • Target confirmation

  • Menu closing after confirmation

  • Card flying from the victim's hand to the attacker's

Features demoed in prototype:

  • Card and hand cycling for quick view

  • Card selection

  • Card use

  • Target selection & confirmation

  • Menu closing after confirmation

  • Card flying from the victim's hand to the attacker's

Wireframes &

Compositional Exploration

Wireframes solved the spacial problem of adapting the layout for 3 to 6 players before going high-fidelity.

3, 4, 5, and 6-player layout from left to right respectively

3, 4, 5, and 6-player layout from left to right - top to bottom respectively

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.

Contact me

lukeconte2@gmail.com

Copyright Notice

All content on the site, including text, graphics, logos, images, and software is the property of Luke Conte and is protected by intellectual property laws. You may not use, reproduce, or distribute any content from the site without my express written permission.

Contact me

lukeconte2@gmail.com

Copyright Notice

All content on the site, including text, graphics, logos, images, and software is the property of Luke Conte and is protected by intellectual property laws. You may not use, reproduce, or distribute any content from the site without my express written permission.

Contact me

lukeconte2@gmail.com

Copyright Notice

All content on the site, including text, graphics, logos, images, and software is the property of Luke Conte and is protected by intellectual property laws. You may not use, reproduce, or distribute any content from the site without my express written permission.