The Why
Before this project, the previous game modes lacked impactful visual feedback when players won, regardless of the amount. A small win looked the same as a large one, leading to a flat emotional experience.
There was also no structured visual hierarchy, which made it harder for players to gauge the value of their rewards. The feedback system didn’t scale with the win tiers, and as a result, important moments felt underwhelming.
In earlier projects, we had also faced performance issues with PNG-based animations. I proposed using Rive, which we adopted after seeing major improvements in both file size and playback speed. That success directly influenced how motion was handled in this project.
The challenge was clear:
Make wins feel rewarding, scalable, and smooth.
There was also no structured visual hierarchy, which made it harder for players to gauge the value of their rewards. The feedback system didn’t scale with the win tiers, and as a result, important moments felt underwhelming.
In earlier projects, we had also faced performance issues with PNG-based animations. I proposed using Rive, which we adopted after seeing major improvements in both file size and playback speed. That success directly influenced how motion was handled in this project.
The challenge was clear:
Make wins feel rewarding, scalable, and smooth.