Case study · Consumer mobile app

Blink: an app that turns your best game moments into clips

Blink records mobile gameplay, finds the highlights and lets players share them and compete in challenges. As Art Director I designed the iOS and Android interface, the brand's icons and motion, the onboarding, and the marketing materials.

RoleArt Director
Timeline2018 – 2020
PlatformiOS & Android
ScopeUI, icons, animation, tutorials, marketing
Weekly league leaderboard with the current player highlighted in yellow Live match screen showing two players, a countdown, entry fee and prize Profile screen with saved gameplay clips and share, download and delete actions
The problem

A new idea that people had to understand quickly

Blink works in the background while you play another app. That's hard to explain: users have to grant permissions, trust the record button, and know where their clips end up. Many would drop off before they ever saw a highlight. The design had to make an invisible product feel clear and rewarding, and stay consistent with a bold brand.

Key decisions

What I designed

01

Onboarding that shows instead of tells

Three short screens explain the whole product: play your game, Blink cuts the highlights, then watch, download and share. Each screen uses a real-looking device and one callout, not paragraphs.

Onboarding step 1: Play Your Game, explaining the recording button Onboarding step 2: Blink creates clips from your highlights Onboarding step 3: watch, download and share your Blinks
Three-step onboarding. One idea per screen, with an annotated device and one clear Next button. Skip is always available.
02

Permissions, one at a time, with a reason

Instead of three system pop-ups in a row, each permission gets its own card with an illustration, a plain sentence and a progress hint ("2 of 3"). It's the moment users decide whether to trust the app.

Both light and dark themes were designed, because people play in dark rooms.

Record audio permission card in light theme Record audio permission card in dark theme Settings screen in light theme Settings screen in dark theme with dark mode enabled
Permissions and settings, light and dark. One permission per card with a step counter. Settings let players hide the record overlay and choose recording quality.
03

Challenges that bring players back

Weekly challenges with a prize, a countdown and a live top three. Each challenge has its own title treatment, but the card structure stays the same, so new challenges were quick to produce.

Boom Attack challenge card: most kills by explosions, prize, time left and leaderboard First Gun challenge card: highest score using the first gun you find Road Rage challenge card: most kills inside a vehicle
Challenge cards. One template: prize, rule, a custom title, time left and the top three.
04

Motion that carries the brand

I animated the "b" logo for loading and recording states. The logo drips like liquid while content buffers, and the crown "keep" button animates to confirm a saved clip. Small moments like these make waiting feel like part of the brand.

Buffering loader. The "b" logo dripping while content loads.
"Keep" button. Feedback that confirms a highlight was saved.
Outcome

The result

A consistent iOS and Android experience aligned with the brand guidelines, plus a library of icons, animations and in-app tutorial content that explained the product's features. I also produced posters, flyers and video to support brand awareness and user acquisition.

What I learned: when a product works in the background, onboarding and feedback are the product. Clear first steps mattered more than any single screen.