Nicktoons & The Dice of Destiny — Official Extended Cinematic Trailer.
Nicktoons & The Dice of Destiny — Official Extended Cinematic Trailer.

Nicktoons & The Dice of Destiny

UI / UX / Leadership

Year
September / 2024 — August / 2025
Role
Lead UI
Company
Petit Fabrik / GameMill Entertainment / Nickelodeon
Tools
Illustrator, Photoshop, Figma

Nicktoons & The Dice of Destiny is an RPG that combines different Nickelodeon universes, blending themes, characters, items and abilities from entirely different worlds. I worked as Lead UI, proposing and developing the project’s visual identity. The biggest challenges were:

  • Information architecture: the sheer volume of items and equipment had to be organised so the player never felt lost in the inventory;
  • Constant attention to user feedback, always keeping clear what actions can be performed, when and how;
  • Guaranteeing the client’s IP was respected;
  • Asset quality and interface specifications across platforms.
In-game navigation screens. In-game navigation screens.
In-game navigation screens.

The first step was understanding the creative direction the client wanted the game to convey. Per the brief, the sensations to be achieved were: modern fantasy, aged paper, simplified RPG and paper map.

Study of symbols and visual reference map. Study of symbols and visual reference map.
Study of symbols and visual reference map.

I researched what characterised each element mentioned in the brief, and how those sensations could be felt through the choice of visual symbols: textures, colours and typographic identity. The research produced a reference library and the first interface study, approved by the client.

Beyond the symbolic research into the visual language of the genre and game style, I dug into the different IP universes, working out which elements could be used to bring the communication closer to the target audience and the fans.

Initial interface definition for client approval: Inventory and Abilities tab. Initial interface definition for client approval: Inventory and Abilities tab.
Initial interface definition for client approval: Inventory and Abilities tab.

The whole process involved a constant flow of testing and iteration to improve the quality of feedback throughout the development of the interface and the experience.

Developing the interfaces required extra care across platforms. Since the game was built for PC, Switch, PlayStation and Xbox, we made sure the experience flowed on each of them.

Inventory and Abilities tab. Inventory and Abilities tab.
Inventory and Abilities tab.
Stats tab, and interface studies for multiplayer and platform variations. Stats tab, and interface studies for multiplayer and platform variations.
Stats tab, and interface studies for multiplayer and platform variations.
Level selection map — note the iconography and the effects proposed to add dynamism. Level selection map — note the iconography and the effects proposed to add dynamism.
Level selection map — note the iconography and the effects proposed to add dynamism.
Map study and main menu. Map study and main menu.
Map study and main menu.
Character selection and quest journal. Character selection and quest journal.
Character selection and quest journal.
NPC, potion upgrade and equipment screens. NPC, potion upgrade and equipment screens.
NPC, potion upgrade and equipment screens.
Defeat screen and level complete. Defeat screen and level complete.
Defeat screen and level complete.

All assets were organised in Figma for the development team to access and control.

A slice of the asset organisation. A slice of the asset organisation. A slice of the asset organisation.
A slice of the asset organisation.
A slice of the asset organisation.
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