Sparky's Campus Quest project overview

UI/UX Design · Game Interface

Sparky's Campus Quest

I designed every screen players touch in a Unity learning game for ASU's Learning Engineering Institute, from the question UI to the Figma-to-Unity handoff.

Timeline
January – May 2026
Role
Sole UI/UX Designer
Tools
FigmaUnity
Team
5 people: Project Manager, Developer, Product Researcher, Research Lead, and me (UX Designer)

Problem

The game had solid mechanics and a well-researched KPI framework, but no visual design. Instructions were blocks of text, there were no interaction states, and the developers were building with placeholder art. Because wrong answers lowered a player's score multiplier, an unclear tap could actually cost them points.

Solution

I designed the whole in-game UI around the game loop: a question screen with a "Check Answer" confirmation step, clearly separated interaction states, four feedback screens, and assets packaged so the Unity team could drop them straight in.

4
Question cycles
5
Pitchforks per cycle
≥75%
Target completion rate
5
Team members

Context

The Challenge

Players control Sparky the Sun Devil, launching pitchforks at Hayden Library to collect books and unlock knowledge questions. It blends physics-based gameplay with active recall.

I was the only designer on the team, so every screen the player sees was mine: the gameplay interface, the question and answer UI, every interaction state, and the feedback system. I also handled the full handoff from Figma into Unity.

The scoring system rewards a correct first try with a 4× multiplier, dropping to 1× by the fourth attempt. That meant a confusing screen wasn't just annoying, it changed the numbers the research team was tracking.

Unity added its own limits. Full-screen overlays couldn't be rebuilt flexibly inside the engine, color-only states risked breaking on some displays, and the developers needed assets they could use without digging through Figma.

Where the project started: strong mechanics, placeholder UI.
Where the project started: strong mechanics, placeholder UI.

The Brief

What the Game Needed

01

Clear question UI

Every answer state had to be impossible to misread mid-gameplay.

02

Feedback that teaches

Right and wrong answers needed to reinforce recall without feeling punishing.

03

Unity-ready assets

Developers needed files they could drop in without opening Figma.

04

KPI-aligned

Every screen had to support the ≥75% completion target and the learning metrics.

Discovery

Understanding the Game First

Before opening Figma, I needed to understand three things: how the game loop worked, what the LEI KPI framework needed from the UI, and what Unity could reliably render.

The Hayden Library level runs a closed loop: launch, collect, question, answer, feedback, repeat. Four question cycles, five pitchforks each. Every element I designed had to support that loop without breaking its pace.

Reviewing the KPI framework: Retention & Engagement, Gameplay Behavior, and Learning Effectiveness.
Reviewing the KPI framework: Retention & Engagement, Gameplay Behavior, and Learning Effectiveness.

The biggest design risk wasn't how it looked. It was ambiguity.

Risk Audit

Where the Experience Could Break

Before designing anything, I listed every point where a player could get confused, and what that confusion would cost.

Critical

Accidental taps cost points

The team had proposed instant feedback on tap. With attempt-based scoring, one mis-tap could cost a player their multiplier.

Critical

No interaction states

Nothing showed whether an answer was selected, registered, or wrong, so players had no way to tell if their input worked.

Major

Instructions as walls of text

Unstructured written instructions added reading load in the middle of fast-paced gameplay.

Major

Unity rendering limits

Full-screen overlays and color-only states weren't reliable in the engine, so the design had to work around them.

Ideation

Mapping Every State

Ideation moved through three layers: narrowing the concept, mapping the game loop, then defining every state the UI had to handle. The project also shrank along the way, from a broader concept down to a single playable level, so every screen had to work inside that tighter scope.

From a scrapped date-collection game to a single Hayden Library level.
From a scrapped date-collection game to a single Hayden Library level.

Step 1 / 4

Design

From Figma to Unity

Every screen was designed against ASU's gold-on-maroon palette, with book-inspired details drawn from Hayden Library. The goal was simple: a player should never have to wonder what just happened.

Question UI

Dynamic answer slots that adapt to any content length, with the game still visible behind the overlay.
Question UI

Feedback states

Correct, wrong, level complete and level failed. Sparky's expression changes so the outcome reads without relying on color.
Feedback states

Final screens

Packaged and handed off so the developers could build without opening Figma.
Final screens

KPI Alignment

Every Screen Maps Back to a KPI

  • Clear question UI. supports the ≥75% level completion target.
  • Check Answer step. protects accuracy by preventing accidental taps.
  • Distinct feedback states. reinforce correct recall for learning effectiveness.
  • Visual instructions. replace text to reduce cognitive load and support session duration.
  • Accessible states. keep the data clean by preventing UI confusion from looking like gameplay errors.

Deliverables

What I Handed Off

In-game UI

Every player-facing screen for the Hayden Library level.

Interaction states

Five answer states plus a Check Answer confirmation step.

Feedback system

Correct, wrong, level complete and level failed screens.

Unity handoff

Packaged assets the developers could build with directly.

Outcome

What's Next

What was delivered

  • Full in-game UI for the Hayden Library level
  • Five answer states plus a "Check Answer" confirmation step
  • Four feedback screens (correct, wrong, level complete, level failed)
  • Packaged Figma-to-Unity assets for the developers

What I'd test next

  • Measure level completion against the ≥75% target in playtests
  • Compare accuracy with and without the confirmation step
  • Track learning gains alongside the research team

Reflection

What this project taught me

Designing for a game taught me that clarity can be a scoring mechanic. When one mis-tap costs points, ambiguity stops being a style problem and starts showing up in the data. A single confirmation step did more for accuracy than any amount of visual polish.