Kiki Ho
All case studies

Storm8Property Brothers: Home Design

Making competition feel rewarding in a casual design game

My role
UI/UX Design · Visual Design · Iconography · Live Event Design
Collaboration
PM · Engineering · Art · Live Ops
Discipline
Mobile Game UI · Iconography · Live Events · Progression Design
Property Brothers: Home Design key art with the two brothers in a teal living room, titled Mobile Game UI and Iconography

The challenge

The team wanted competition and social progression in a casual home-design game without making it feel complicated or bolted on. Players needed to understand how to join, where they ranked, and what they'd get — and the visuals had to stretch across different events, leagues, and reward tiers.

What I did

  • I designed the UI and art for live events and league features, making progression clearer while keeping the game's friendly, polished look.
  • I built the Coupon Crazy event so the objective, your progress, your rank, and the rewards all read inside the game you're already in.
  • I reframed the leaderboard as a journey players are moving through, not a standalone ranking screen.
  • I drew a family of league and reward icons that show rising status at a glance — sketch, color exploration, then final production art.
  • I gave the win moments real weight: big reward icons, lighting, celebration effects, and short copy.
  • League icon design

    Eleven finished league icons on colored pedestals, rising in status from a paint roller, brush, pencil, sunglasses, star and necktie to a thumbs up, rosette medal, heart, trophy cup, and gold crown
  • In-game mockups

    Four phone mockups showing the Coupon Crazy event dialog, the Leagues promotion explainer, the event leaderboard, and the Outstanding award celebration

01 · Challenge

Making Competition Feel Rewarding

We wanted competition and social progression in a casual home-design game, without it feeling complicated or bolted onto the side.

Players needed to get it fast: how to join, where they rank, how to move up, what they earn. And the visuals had to stretch across different events, leagues, and reward tiers.

Participate → Rank → Advance → Earn

02 · Event Experience

Designing a Clear Live Event Flow

I designed Coupon Crazy so the objective, your progress, your rank, and the rewards all read inside the game players were already in.

It made the event feel focused instead of like a separate app bolted on top.

Goal
what players need to collect
Progress
their current performance and ranking
Reward
what they can earn by participating
  • Coupon Crazy event intro dialog explaining that collecting pink coupons moves players up the leaderboard, with three gift boxes and an OK button
    Event entry — objective, reward preview, and remaining time in one dialog.
  • Coupon Crazy leaderboard showing a group goal progress bar and ranked players with coupon counts and reward icons
    Leaderboard — group goal, personal rank, and the reward tied to each position.

03 · League & Progression

Turning Rankings Into Progression

Instead of a leaderboard sitting on its own, I designed the leagues as a path players can see themselves on.

You can tell how playing better moves you up through nicer tiers and unlocks better rewards. Same competition, but it feels like you're getting somewhere.

Current League → Ranking → Promotion → Reward

  • Leagues explainer dialog showing reach the top, a promotion path through trophy tiers, and better rewards
    Leagues — promotion and demotion explained as a path, not a rulebook.

04 · Reward & League Iconography

Building a Visual Progression System

I drew a family of league and reward icons so players can read their status without reading a word.

Each tier gets a stronger silhouette, richer material, and more detail — from plain designer tools up through stars, medals, trophies, and finally the crown. Once that language existed, it worked everywhere: leaderboards, dialogs, rewards, event screens.

Sketch → Color Exploration → Final Production Art

  • Three rows of league icons — sketch, color scheme, and final design — for a paint roller, star, medal, and trophy
    The icon pipeline: silhouette first, then material and color, then production art.

05 · Final Experience

Celebrating Player Achievement

In the end, joining an event, competing on the leaderboard, climbing leagues, and earning rewards all connect into one loop.

The win moments get real weight — big reward icons, lighting, celebration effects, and short copy — so milestones land without burying the player in text.

It feels playful and rewarding, and it still looks like Property Brothers: Home Design.

  • Outstanding celebration screen with a large trophy, the Award Winning Designer title, and a message about maintaining top league status
    Top-league celebration — one trophy, one headline, one next step.