Who's who
Platform : Mobile (iOS / Android).


Mobile Quizz Game : Who’s who?
Who's Who is a captivating and visually driven mobile quiz game prototype that challenges players across a wide array of topics, including cinema, biology, art, and music. The core gameplay loop revolves around visual recognition: players must identify a movie title, an artwork, or a specific location by analyzing a minimalist illustration or micro-animation, all within a tight time limit. The game features a vibrant, highly modern art direction, blending a bold flat 2D style with subtle 3D elements to bring depth to the interface
Developed as a personal project, Who's Who bridges the gap between core game mechanics design and the creation of a strong, cohesive visual identity.
I drove this project from concept to pixel. I managed the entire product lifecycle: from initial market research and UX strategy to hybrid art direction (2D/3D) and high-fidelity animated prototyping.
1
Product Thinking
Transforming a spontaneous series of illustrations into a structured mobile game concept with clear mechanics.
2
Game Design
Tuning the minimalism of each artwork to ensure it remains highly stylized yet instantly recognizable for the player.
3
UI Design
Architecting a vibrant, contemporary interface that stays friction-free and perfectly adapted to a nomadic lifestyle.
By focusing on minimalist illustrations and animated cues rather than generic stock imagery, Who's Who carves out a premium niche in the casual gaming market, making the graphic aesthetic just as compelling as the intellectual challenge itself.
01. Ideation
Defining the "snack gaming" concept and selecting the core themes (cinema, music, science). Mapping out the initial creative intent to deliver a fast-paced, highly accessible experience.
02. Benchmark
Analyzing the competition and current mobile trends, identify modern visual codes and position the game with a bold, distinct and hybrid art direction.
03. Prototyping
Designing the interfaces, gameplay mechanics and crafting the visual identity end-to-end. Building the final high-fidelity prototype complete with motion design and visual effects.
I started with a series of bold, highly graphic illustrations. I then structured these visual concepts into a cohesive game design, mapping out my initial creative intent directly in Figma to define straightforward gameplay mechanics.
Among all my ideas, I ultimately chose the ones that would deliver the highest visual and gameplay value, while ensuring they remained clean and realistic to execute.






By focusing on minimalist illustrations and animated cues rather than generic stock imagery, Who's Who carves out a premium niche in the casual gaming market, making the graphic aesthetic just as compelling as the intellectual challenge itself.
The objective of this benchmark was to leverage highly effective mass-market mechanics while elevating them through a modern, Art direction and smooth animations, transforming a simple guessing game into a visual and artistic experience.
I designed a linear user flow to maximize gameplay simplicity and ensure instant access to the trivia. This structure also seamlessly integrates an engaging, non-intrusive path to the in-game shop, maintaining a friction-free experience that never disrupts the player's rhythm.
These wireframes represent one of the research phases I conducted to structure key screens. My goal was to define a clear and intuitive visual hierarchy.
The UI design relies on a modern vector art direction, chosen to streamline production, asset variation, and animation workflows. The visual universe favors very flashy colors and bold visual effects to deliver rewarding and immediate feedback on every win.







I developed a prototype through an After Effects animation to concretely showcase the gameplay, user interactions, and visual feedback upon winning.
Working on this project was a constant exercise in agility. While my primary mission was centered on UI and visual Design for the iPad version, my involvement in the team led me to contribute to the UX flow and wireframes for the mobile adaptation.
This dual perspective, balancing UI design on a large screen with structural thinking for mobile, allowed me to grasp the project in its entirety.
Collaborating with the team during user testing phases was the driving force behind my itérations. These real world insights were crucial in refining my designs to ensure an intuitive and coherent experience across.
Design and production of a library of around seventy vector characters inspired by various films.
Created in a consistent vector style to ensure strong visual coherence, smooth variations and fast integration into game animations.
© Yann Crozet
A selection of animated characters showcasing how the vector assets were brought to life through animation.
















© Yann Crozet






















































































