


June's Journey is a Casual-Social Hidden Object game by Wooga. Between late 2018 and 2026 I was part of the UI/UX team, and in 2022 was made the UI/UX Lead.

Though I originally joined post launch, June’s Journey was an ongoing live game, and over the years I worked very broadly across it.






Key practical tasks included fully refactoring the main HUD to establish consistent structural and visual rules, and acting as UI/UX design and production owner on multiple significant features.

My work regularly involved working with game designers and producers from the early stages of a feature’s development to establish structure, the central experience and key visual language...


...before taking them through full visual development to final implementation, handling layout, user flow, effects and animation in engine.





I worked in both 2D and 3D to create game assets, interfaces and feature themes and identities.



I have worked regularly with both Game Designers and Developers to shape the user experience practically and technically.




As a Lead I oversaw a team of 10+ designers of differing seniority levels, as well as taking a role in multiple cross discipline leadership groups. I put a lot of energy into establishing and developing knowledge within the team through formal documentation, hands on guidance, demonstrations, mentoring and resource creation.


I have put together in depth Unity implementation guides, functional component breakdowns, design guidelines and reference, non-Latin character localisation studies, technical set up and discipline onboarding resources, game design analysis and more.




As Lead, it was important to cultivate a skilled and attentive approach to work, with a supportive, open and respectful culture within the UI/UX team. This was a central tenet of my role.



