
Disney Magic Match 3D
Disney Magic Match 3D is a relaxing 3D puzzle game where players collect and sort iconic objects from beloved Disney and Pixar films to restore magic to an enchanted storybook world.
ROLE
UI/UX Designer
TEAM
Jam City
PLATFORM
Mobile
YEAR
2025-2026

OVERVIEW
As the Lead UI/UX Designer for the Battle Pass feature, I led the process from early concept through implementation. My work included competitive analysis, player flows, wireframing, and designing and implementing a cohesive, reusable UI system in Unity. The feature introduced a new layer of progression designed to support long-term engagement while integrating seamlessly into the Disney Magic Match experience.





APPROACH
Battle Pass was introduced post-launch to deepen progression and create new opportunities for player investment. Rewards were intentionally paced throughout the event, with early rewards designed to hook players, mid-tier rewards encouraging continued engagement, and late-tier rewards providing aspirational goals and stronger incentives for premium participation.
A key focus was balancing value across both tracks. The free path offered meaningful rewards and consistent progression, while the premium track elevated the experience through exclusive content, bonus rewards, and stronger long-term value for invested players.
Flows
BATTLE PASS UNLOCKED
ALL FLOWS
LOOK AND FEEL
The overall art direction of Disney Magic Match is whimsical, colorful, and “chonky”, a term we lovingly used throughout development. With bright blues, pinks, and purples paired with soft 3D forms, the game feels approachable, nostalgic, and playful. For Battle Pass, that visual language was carried into the feature while leaning more heavily into rich purples and gold accents to create a stronger sense of splendor, celebration, and reward in a way that still felt cohesive with the rest of the game.

IMPLEMENTATION
When it came time for implementation, special care was taken to make sure the final build stayed as true to the original mockups as possible. While Unity does have some limitations, the final result came very close to the intended vision. UI elements were exported in power-of-two ratios, and modular prefabs were created to support consistency, scalability, and easier reuse across the feature.
MOCKUP & BUILD
MOVE THE SLIDER TO SEE A BEFORE AND AFTER COMPARISON
More
Screens
MORE PROJECTS
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