A Puzzle Adventure
Two Dots is a casual linker puzzle game and is the flagship game of the Dots studio. It has been #1 in over 100 countries and is played by millions around the world. Two Dots continues to break its own personal records and has set the bar for what a beautiful, engaging mobile game can be.
While my role at Dots was in the department of creating new games, I was fortunate to be able to jump in from time to time and help design new features and assets for Two Dots that help the game continue to find success.
The Gold Mine allows users to purchase premium game currency at discount and has seen some of the most impressive user engagement in the game. When designing this feature, we didn’t want to visuals to be a piggy bank, safe, or something else generic. Two Dots is a game about adventure, so I pitched the idea of a gold mine on the basis of exploration and discovery. The feature has multiple visual states that used to convey different information to users.
The Ad Spinner Wheel is a feature that allows users to watch an ad after losing a level and the reward for doing so is a free spin on the chance wheel. When the team came to me with this task, I immediately wanted it to feel like an old gameshow on TV. The teamwork on this was super smooth and the feature came together very quickly. It continues to be a high performer for Two Dots.
End of Chapter moments were a feature we added to Two Dots to help users get a better sense of how they were progressing on the saga map. The chapter fog was a clear checkpoint for progress and the postcard visuals were added to convey to users that there was a reward for beating a specific level. This was another great project with the team and users really like the feature.
Aside from traditional UI and UX work, I also had the pleasure of designing visuals for collectible rewards in the game. Treasure Hunt medallions are collectibles users get for completing a weekly Treasure Hunt map. Baubles are rewards given out for completing the weekly Retro Arcade feature.
Credits
Some key figures in a credits list so large, it probably deserves its own website.
Game Director
David Hohusen
Game Design
Toby Sarnelle, Ken Hohusen, Richard Liu
Product Management
Kohta Wojima, Drew McWhorter
Engineering
Eddie Cameron, Ksusha Zito, Ryan Wang, Ra’ad Dalaq, Sinclair Target, Andrei Marks, Thomas Wolfe, Yin Liu, Kirsten Sugar
Design Director
Jaclyn McKay
Art Director
Laura Gatti
Visual & Product Design
Jak Horner, Ben Rudlin, Jennifer Tan, Robin Park, Jaymart Yabo, Austin Roesberg
Illustration
Owen Davey, Aldo Crusher
Composer/Sound Design
Ross Wariner, Cody Uhler
QA
David Trammell, Amanda Cosmos, Desiree Aultman, Samuel Abram