
ROLE
Creator, Lead Designer, and Team Lead
YEAR
2023
GENRE
Casual Game
PLATFORM
Android
Overview
Roles & Responsibilities
The creation of "Devon's Street Arm Wrestling," a collaborative effort with Arm Wrestling Champion Devon Larratt and influencers Magnus Midtbø, John Call (Jujimufu), Etienne Waite, Anton Fomenko, Brandon William, and Allen Pan. The mobile game was available on both iOS and Android, has achieved over 20,000 downloads.
This project highlights my proficiency in bringing together champion expertise, influencer collaboration, and successful game development.
• Solo UX UI Designer
• User Research
• Prototyping
• Usability Test
• Visual Design
• Unity
• Duration 6 Months
REVIEWS
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COLLABORATIONS

The Product Problem
How might we make arm wrestling accessible and engaging for mobile players?
Arm wrestling has passionate communities, but watching professional arm wrestling and actually participating in it are completely different experiences.
The opportunity was to create a mobile game that could:
-
introduce the sport to a broader audience
-
capture the personality and energy of professional arm wrestling
-
be immediately understandable to casual mobile players
-
create enough progression and competition to encourage repeat play
Product hypothesis:
A simple, highly accessible interaction combined with recognizable characters, progression and competitive tension could make arm wrestling approachable to people who had never played the sport.
01 — Research & Discovery
I identified three important insights:
1. The sport is visually understandable.
You don't need to explain what arm wrestling is.
2. The gameplay needed to be extremely simple.
A complicated control scheme would conflict with the accessibility of a casual mobile game.
3. The personality of the athletes could be part of the product itself.
The game wasn't simply "an arm-wrestling simulator." The characters and personalities were a major part of its appeal.
Product Definition
Devon’s Street Arm Wrestling is a progression-based mobile arm-wrestling game built around a simple but strategic gameplay loop.
The player starts with one character and progresses through 9 increasingly difficult opponents, with Devon Larratt as the final boss.
To defeat each opponent, players first need to train and increase their character's level. This creates a progression system that gives players a reason to keep playing between matches.
Core Game Loop
Train → Level Up → Challenge → Arm Wrestle → Win → Unlock Next Opponent → Repeat
The increasing difficulty creates a natural progression:
Training → Stronger character → Harder opponent → More training →
Next challenge
The Stamina Mechanic
I introduced a 15-second stamina system to make each match more engaging and prevent matches from becoming passive or repetitive.
During the match:
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The player has 15 seconds to defeat the opponent.
-
The stamina bar continuously decreases.
-
If the player doesn't win before the stamina reaches zero, the opponent automatically wins.
-
This creates time pressure and forces the player to actively engage with the match rather than simply waiting for the outcome.
This turned the match from a simple tap interaction into a risk/reward challenge:
Do I have enough strength to defeat this opponent, or do I need to return to training and level up?
Progression Structure
Training
↓
Increase Level
↓
Challenge Opponent
↓
15-second Stamina Battle
↓
Win
↓
Next Opponent
↓
Repeat
↓
Devon Larratt — Final Boss
Special Force
After the main progression, players can access Special Force, featuring 5 influencer characters.
These characters are unlocked through in-app purchases, creating an additional content and monetization layer beyond the core progression.
Unlock → Challenge → Compete → Progress
Quiz & Reward System
To give players another way to engage with the game outside of arm-wrestling matches, I introduced a quiz mini-game featuring Devon Larratt.
Players answer questions about Devon and arm wrestling, earning coins for every correct answer.
Those coins feed back into the main progression system, allowing players to:
-
customize their character
-
upgrade their training
-
improve their stats faster
-
progress through opponents more efficiently
The engagement loop
Arm Wrestling
↓
Need to become stronger
↓
Training
↓
Quiz
↓
Earn Coins
↓
Customize / Upgrade
↓
Become Stronger
↓
Challenge Opponent
I designed the game around a connected progression ecosystem rather than a single arm-wrestling mechanic. Training determines player strength, matches provide the core challenge, the quiz creates an alternative engagement loop, and coins connect the quiz back to customization and progression.
A 15-second stamina system adds urgency to matches, while increasingly difficult opponents create a long-term goal culminating in Devon Larratt as the final boss.















































