I owned UX and UI across the full game: squad management, match flow, training, and the in-game XP economy.
The animations and interactions were mine too: card reveals on squad generation, pack openings, the kickoff-to-result beats during match flow, XP and stat tickers, and the drag-drop formation work on the pitch view.
It was built in close partnership with an external backend team. In-person workshops between our teams and the client shaped the API contracts around what the game UX actually needed, rather than reshaping the UX around what the backend already returned.
Everything was designed in Figma and After Effects, signed off, then built in Vue and Nuxt.