Storm8 — Property 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

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

In-game mockups

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

Event entry — objective, reward preview, and remaining time in one dialog. 
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 — 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

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.

Top-league celebration — one trophy, one headline, one next step.