Stephen ReaProduct, design & AI strategy
Square Enix / Mobile Games / Product and practice presentation
Square Enix / Mobile Games
Work / Square Enix / Mobile Games

Small screens.
Every interaction counts.

Timing, feedback, hierarchy and character had to work inside a very small surface. The craft was behavioural as well as visual.

TimingA response people can feel
HierarchyA state people can read
FeedbackA system people can learn
Art direction · Visual development · Mobile games · UI · Production constraints
The context

The problem.
The opportunity.

A small screen leaves little room for an unclear state or a slow response. Players need to understand what they can do, feel the result and know why they succeeded or failed.

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The games archive spans physics-led puzzles, number games, learning and arcade sport. My work sat across art direction, visual language and production, in collaboration with game teams and external studios. Each title brought a different constraint, but the interaction loop always had to stay clear.

Feel is part of the interface. So is the next move.

Feel is part of the interface. So is the next move.Open image for a closer look
The design work

The design
decisions.

  1. 01

    Make the state readable

    Character, hazards, score and controls need a hierarchy that survives movement and a small display.

  2. 02

    Let feedback teach

    The system explains itself through response: movement, sound, scoring, progress and recovery after a mistake.

  3. 03

    Respect the constraint

    Screen size, memory, input and production limits are design materials. The work has to feel intentional inside them.

Supporting evidence / Open an image for a closer look
SolaRola
SolaRolaPhysics, character and control feel.
KooZac
KooZacNumber logic, scoring and progression.
Mensa Academy
Mensa AcademyLearning modes, coaching and feedback.
Big Cup Cricket
Big Cup CricketTiming and touch interaction.
Big Hit Baseball
Big Hit BaseballFast loops and readable game state.
The outcome

What this
shows.

These games show the interaction craft behind later product work: making a system legible through what it does. A sales tool, vehicle service or money transfer still depends on that same sequence of expectation, action and response.

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The images are game and portfolio archive material. Titles were delivered by their credited studios and publishers; this page does not imply that I personally produced every asset.

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Project evidence

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