Undercover

Wanda & Stitch

The perfect sidekick for laughter-filled game nights

Industry

Edu-tech

Enviroment

Mobile

I wanted to recreate the laughter, suspense, and occasional side-eye that make social deduction games so captivating. Unlike traditional mobile games, Undercover doesn’t replace face-to-face interaction, but serves as the invisible stagehand for an experience rooted in human connection.

This is a concept project that I explored to address a specific problem or opportunity I identified. The details shared may be fictional or aspirational and do not necessarily reflect actual reality.

This is a concept project that I explored to address a specific problem or opportunity I identified. The details shared may be fictional or aspirational and do not necessarily reflect actual reality.

At its core, Undercover mirrors the mechanics of the original game. Players gather in person, with the app serving as the board. Each round begins with the app assigning secret roles: most players receive the hidden word, but one unlucky participant is "Undercover" and must bluff their way through the game. After everyone provides their clue, the group debates and votes to uncover the impostor.

The app handles the mechanics; role assignment, timers, and voting so the players can focus on the core of the game: reading each other’s tells, debating with conviction, and laughing at each other's ridiculous guesses.

I wanted the app to feel playful yet sophisticated, balancing bold, vibrant colours with clean typography. The colour palette shifted from an initial neon scheme to vibrant tones that felt more fun. Shapes were rounded to evoke friendliness, and animations were kept subtle and purposeful. Just enough to create moments of delight without pulling focus.

One early iteration included a feature where players could input their own words. While it sounded fun, testing revealed that it slowed the game down and disrupted the flow. I pivoted to a curated library of words, categorized by difficulty, which struck a better balance between customization and speed.

Another challenge was balancing the role reveal. My first design had players tapping their names to see their roles, but this led to confusion. Switching to a swipe-to-reveal mechanic added clarity and a touch of drama, heightening the excitement.

Another iteration involved the voting system. Initial designs felt static, so I added real-time feedback with visual cues—votes appeared as animated tokens landing on players’ avatars, injecting excitement into the decision-making phase.

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