
ROLE
Creator, Developer, and Team Lead
YEAR
2025
GENRE
Casual Game
PLATFORM
Android
• Solo UX UI Designer
• User Research
• Prototyping
• Usability Test
• Visual Design
• Unity
• PowerPoint
• Duration 4 Months
REVIEWS
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Designing a mobile quiz experience that turns Bible learning into an interactive journey!
01 — The Challenge
How can I make Bible learning more interactive, engaging, and rewarding?
Traditional Bible quizzes can test knowledge, but they can also feel disconnected from the stories and characters behind the questions.
I wanted to create a mobile experience where players could test their Bible knowledge while feeling connected to the stories and characters they were learning about.
The challenge was to design something that was:
-
Easy to understand and play
-
Engaging enough to encourage repeat sessions
-
Educational without feeling like a traditional test
-
Structured around meaningful progression
-
Rewarding for both casual and competitive players
The core product idea became:
Turn Bible knowledge into an interactive progression experience rather than a simple question-and-answer quiz.
02 — Research & Insights
I explored how quiz and casual mobile games keep players engaged and looked at familiar interaction patterns around:
-
Short-form quizzes
-
Immediate feedback
-
Rewards and progression
-
Character-driven experiences
-
Competitive leaderboards
-
Unlockable content
This led to several product insights.
Players need variety
Repeating the same question format can quickly become predictable.
Solution: Create three different mini-quiz formats that players can cycle through.
Progression creates a reason to return
Answering questions correctly is rewarding, but players need a longer-term goal.
Solution: Introduce rewards, progression, and unlockable Bible heroes.
Characters can make learning more personal
Bible stories are strongly connected to memorable characters.
Solution: Build a dedicated Hero Mode where players choose a character and progress through questions based specifically on their story.
Competition adds another motivation
Some players are motivated by improving their own knowledge; others want to compete.
Solution: Create separate leaderboards for the two game modes.
Product Definition
I designed Bible Show around two interconnected quiz experiences, each serving a different player motivation.
Classic Mode
Classic Mode is designed around general Bible knowledge and competitive play.
The experience consists of three mini-quizzes:
True or False → 4 Questions → Guess the Verse → Repeat
Each format introduces a different type of challenge while keeping the interaction simple and fast.
Players compete through a dedicated Classic Mode leaderboard.
Hero Mode
Making the quiz personal
The biggest product idea was Hero Mode.
Players choose from four Bible heroes:
Moses · Samson · Joseph the Dreamer · King David
Each hero must be unlocked through IAPS.
Once a player chooses a hero, the quiz experience becomes customized around that character.
Questions are specifically related to the hero's life and story, while animated appearances of the character bring them into the experience during the quiz.
The intention was to create the feeling that the player isn't simply answering questions about a character—they are progressing through the experience alongside that character.
The Hero Mode loop
Choose Hero
↓
Answer Character-Specific Questions
↓
Hero Appears Through Animation
↓
Earn Rewards
↓
Progress
↓
Unlock / Continue
This creates a more personal progression system than a traditional quiz.
Two Modes, Two Leaderboards
The two modes were intentionally separated because they serve
different motivations.
Classic Mode
General Bible knowledge
Three mini-quiz formats:
True or False → 4 Questions → Guess the Verse
↓
Classic Leaderboard
Hero Mode
Character-specific Bible knowledge
Choose Hero → Customized Questions → Character Animation → Progress
↓
Hero Leaderboard
This gave players two different reasons to keep playing:
Compete with other players and progress through their chosen hero.
UX Design
The main UX challenge was keeping the experience simple despite having multiple game modes, rewards, characters, progression and leaderboards.
I structured the information architecture around a straightforward hierarchy:
Home
→ Choose Mode
→ Play Quiz
→ Receive Feedback
→ Earn Rewards
→ Progress
→ Return to Game
For Hero Mode:
Home
→ Hero Mode
→ Choose Hero
→ Character-Specific Quiz
→ Hero Animation
→ Rewards
→ Progress
The interface was designed so that players could understand what to do next without needing lengthy instructions.
Quiz UX
Each question follows a simple interaction pattern:
Question → Answer → Immediate Feedback → Reward → Next Question
The goal was to minimize friction and keep the player's attention on the question.
Different quiz types provided variation while maintaining a consistent interaction language.
True or False
A simple binary decision designed for quick interaction.
4 Questions
A traditional multiple-choice format for testing specific Bible knowledge.
Guess the Verse
A more recognition-based challenge where players identify the correct Bible verse.
Keeping the interaction patterns consistent allowed the player to learn the system quickly while still experiencing variety.
UI Design
I designed the visual system around the game's central themes:
Bible stories + characters + quiz interaction + progression
The UI needed to balance educational content with the more playful nature of a mobile game.
I focused on:
-
Clear question hierarchy
-
Readable typography
-
Strong answer states
-
Immediate visual feedback
-
Character visibility
-
Progress indicators
-
Reward visibility
-
Consistent spacing and layout
The character animations were particularly important in Hero Mode because they helped reinforce the feeling of progressing alongside the selected hero.
Prototyping
Before implementation, I used Figma prototypes to work through the key interactions and user flows.
I prototyped:
-
Mode selection
-
Quiz navigation
-
Answer states
-
Feedback
-
Rewards
-
Hero selection
-
Progression
-
Leaderboards
This allowed me to validate the experience and refine the interaction model before translating it into the game.
Engineering
I wasn't only responsible for the product and visual design—I also helped bring the product to life technically.
The workflow was:
Figma → Prototype → Unity → Android
I implemented the experience in Unity, translating the UX and UI decisions into a functioning mobile product.
This required considering technical constraints alongside design
decisions, including:
-
Mobile interaction
-
UI implementation
-
Character animation
-
Game-state logic
-
Quiz systems
-
Progression
-
Rewards
-
Leaderboards
-
Android deployment
This gave me direct visibility into the relationship between design decisions and technical implementation.
Launch
After four months of development, Bible Show was launched as an Android product.
The goal wasn't simply to create a prototype or concept.
It was to take the product through the complete cycle:
Idea → Product Definition → UX → UI → Prototype → Development → Launch
and put it in the hands of real users.
Results 10K+ Downloads
Bible Show reached 10,000+ downloads on Google Play, providing real-world validation that the concept could attract an audience beyond the initial product development process.
The launch also provided valuable feedback through player interactions and reviews, helping identify opportunities for future improvements.
What I Learned
Building Bible Show taught me that engagement doesn't necessarily come from adding more features.
It comes from a good story and creating meaningful connections between systems.
The quiz provides the core interaction.
Rewards give players an immediate reason to continue.
Progression gives them a longer-term objective.
Characters make the experience more personal.
Leaderboards create competition.
And Hero Mode connects all of these elements around a character-driven experience.
The product system
QUIZ
↓
REWARDS
↓
PROGRESSION
↓
UNLOCK HERO
↓
CUSTOMIZED EXPERIENCE
↓
PLAY AGAIN
Final Reflection
I designed Bible Show as more than a Bible quiz. I designed it as a connected learning and progression experience where players could test their knowledge, earn rewards, compete with others, and build a personal connection with the Bible characters they chose to unlock.
The result was a shipped Android product with 10K+ downloads and a complete product cycle spanning research, product definition, UX, UI, prototyping, development, launch, and iteration.




















