Pick A Card, Any Card.

Pick A Card, Any Card.

I branded and prototyped a deck of cards with functional editing and animated viewing modes for both the cards in your hand and the full 52-card deck.
The purpose of this project was to push my skills in variables and micro animations on Figma, and my ability to design quick and functional card designs and information on a handheld interface!
The most major lesson from this project for me was the use of consistency in assets and interface in order to make the UI functional and universally simple for audiences.

I branded and prototyped a deck of cards with functional editing and animated viewing modes for both the cards in your hand and the full 52-card deck.
The purpose of this project was to push my skills in variables and micro animations on Figma, and my ability to design quick and functional card designs and information on a handheld interface!
The most major lesson from this project for me was the use of consistency in assets and interface in order to make the UI functional and universally simple for audiences.

Dealing the Deck

Dealing the Deck

I made the card designs based off of medieval weaponry. A bow, a club, a shield and sword. I used a sharp edge style and a star unifying the four suits in each design.

I made the card designs based off of medieval weaponry. A bow, a club, a shield and sword. I used a sharp edge style and a star unifying the four suits in each design.

For the King, Queen and Jack, I wanted to communicate their values as simply as possible, breaking down the shapes of their crowns using triangles.

For the King, Queen and Jack, I wanted to communicate their values as simply as possible, breaking down the shapes of their crowns using triangles.

I broke the flow down into three essential flows. The main/opening hand, the deck gallery, and the editing for the user's current hand.

I broke the flow down into three essential flows. The main/opening hand, the deck gallery, and the editing for the user's current hand.

This project relied heavily on micro-animations and swipe/click interactivity to guide the user. Each screen state in the prototype has several phases of animated frame work.

This project relied heavily on micro-animations and swipe/click interactivity to guide the user. Each screen state in the prototype has several phases of animated frame work.

© Bea (Ysabella) Amurao 2025