Minigame art
Hogsmeade memory match
An illustrated card deck for a timed matching minigame: one card back and a set of fronts themed on joke-shop goods from Zonko's. Each front uses its own color frame so pairs read at a glance on a small phone screen. Try it.
Second deck · Hogwarts set
memoryMatch_cardFront*.png · 20 fronts · 208×296 @4x
Component states
Every frame has a locked, open and finished state
Quest and lesson tiles need to tell players what they can tap right now. I drew each container in three progress states, each with an active (selected) and an idle version, plus button families for primary, secondary, premium and disabled actions.
Progress tiles · active / idle






Button family
hp_btn_cta_med
hp_btn_secondary_med
hp_btn_prem_med
hp_btn_inactive_med




Meters
Gain and loss fills let the animation layer show a stat change before it settles.
Iconography
Three icon families, one silhouette language
HUD icons are solid parchment shapes with a dark keyline so they hold up over any scene. Location and navigation glyphs are cyan line drawings with a soft glow, matching the map. Combat icons add color only where it carries meaning: red for damage over time, teal for heal, gold for stun.
Painted icons
Lessons, rewards and level-ups
Spell lessons get a painted hex badge with the spell's effect as the hero. Collectible items are drawn as upgrade ladders so the reward for each level is visible before the player earns it.
House theming
One layout, four houses
Players belong to a house, so identity assets ship as a set of four: crest, banner, point gem, map glyph, background, and seasonal pieces like the house sweater mascots. The structure stays fixed and only color, animal and material change.
System design
Duel stances
Duels run on a rock-paper-scissors loop between three stances. I designed the stance badges, the hex choice frames in matching trim, and the diagram used to teach the loop in the tutorial.







Feature work · in progress
Magical creatures hub
Early UI for a creature-care feature: a care panel over the 3D scene, a creature badge in three readiness states, and feed and bond actions that light up when a task is ready to collect.

Badge states



Actions · idle → ready






Production
Built for the build
Art only helps if it lands in the game correctly. Every asset followed one naming pattern and shipped in three densities, so engineers could find, swap and scale pieces without asking.
@1x · 37px
@2x · 74px
@4x · 148px
