← Selected work

House Flip · Product & UX design · Mobile game

Making room customization flexible without slowing players down.

More control should not turn every room into a lengthy editing task. I designed flows, contextual tutorials, and store structure that connect quick decorating, item-level customization, and clear purchase decisions.

My contribution
I designed interaction flows, contextual tutorials, and store structure, then partnered with UI design, engineering, and marketing to deliver the experience.
Role & collaboration
Game Designer · I owned the design work described here; detailed interface design, game artwork, and implementation were collaborative.
Core scope
Staging 4.0–4.1 and Store 4.2 · 2023
Released features, original handoffs, and clearly labeled explorations.
Three decisions
Keep a quick path. Teach at the moment of use. Explain exactly what a purchase covers.

The player’s task

Make a room feel like yours. Then get back to flipping.

House Flip is a renovation game: players improve and furnish houses, then sell them to progress. Furnishing a room is called Staging. The same player might want a quick result today and detailed creative control tomorrow.

Explore the two paths ↓
Original House Flip handoff showing the furnished preset, item list and Confirm action
Original 4.0 handoff: the furnished room and its item list. Interaction specification by Rae; product artwork and UI assets by the team.
Detail of the same original item panel: furniture entries, Remove All, and room-level Confirm
01Keep Confirm available for the furnished preset, alongside the individual items a player can customize.

Detail from the same handoff, cropped to make the item list and room-level action readable. The original tutorial hand and labels are preserved.

Problem & scope

Creative freedom introduces decisions—and work.

The earlier system used a style, progression level, and shared color choice to determine a room’s furniture. Players wanted to mix styles and customize individual items. Adding those choices affected more than the editing panel: it changed what players needed to learn, what they owned, and how the store described new content.

I focused on the journey from a usable room to a personal one. That meant protecting the quick path while specifying the detailed path, the tutorial conditions, and the purchase rules behind it.

Design principle: let players decide how much detail to take on, then make the next action and its scope clear.

Decision 01 · Progressive control

Start with a complete room. Make customization a choice.

In Staging 4.0, a preset supplied an arrangement using the selected style, default swatches, and the player’s item capacity. Players could confirm that starting point or use Mix & Match to change individual items. The preset and the editor served different intentions within the same task.

Earlier House Flip Staging screen with shared swatches and Confirm
Before · Shared room styling. The current-version screenshot in the handoff shows the earlier style and color-selection panel.
Inspect image ↗
Proposed Staging 4.0 item list with preset furniture and Confirm
4.0 handoff · A furnished starting point. The new panel exposes individual items while keeping Confirm available for the preset.
Inspect image ↗

These are the before-and-after states paired in the original tutorial handoff. Its room artwork varies between states; this is a comparison of the staging task and controls, not identical-room usability-test captures.

One task, two levels of control

2026 reconstructed diagram · Summarizes the original Staging specification, not a new game interface.

Quick path

Keep the arrangement

  1. Choose a style preset.
  2. Review the furnished room.
  3. Confirm the staging renovation.

Detailed path

Make it your own

  1. Start from the preset or choose Remove All.
  2. Change an item’s style, swatch, or decor.
  3. Confirm the item choice, then confirm the room’s staging renovation.

A later release restored a faster color choice.

Individual control introduced a new burden: changing each item’s color could become repetitive. The design discussion compared a bulk preset entry in the item list with an “Apply to Style” action inside item selection. I supported the preset-selection feature and its UX; version 4.1 added Set Selection so players could choose a color set while keeping Mix & Match available.

The tradeoff: speed needs a clear boundary.

A bulk operation is useful only if players understand what it changes. The preset-button proposal applied the collection to items still using the original preset style, skipping items whose style had been changed. That rule belongs to the proposal; the tutorial-routing image below is not a screenshot of the final Set Selection UI.

States that made the editor implementable
  • Dependent decor: a decoration needs its base furniture; unavailable decor is greyed out, with a “Not Selected” cue for the missing base.
  • Capacity: adding beyond the item limit triggers a warning.
  • Remove All: asks for confirmation; the room’s Confirm remains disabled until at least one item is selected.
  • Two confirmation levels: item confirmation saves the item and swatch choice; room confirmation queues the staging renovation.
  • Work status: completed furniture and items awaiting renovation have different visual states.

Specified in the original Staging 2.0 GDD. These rules explain the flow; they are not a claim that every state was independently tested.

Decision 02 · Contextual learning

Teach the next useful action, not the entire editor.

The dedicated tutorial kept a simple room-completion task and previewed deeper customization for later. In the earlier 4.0 plan, detailed Mix & Match teaching began in the first purchased house. The 4.1 NEW tutorial delayed that lesson: a new player first sells three houses, receives a decor item, then learns customization in a room where that item can actually be used.

Original tutorial dialogue previews mixing and matching as a later skill
Original 4.0 handoff. A short preview introduces deeper customization without requiring it during the dedicated tutorial.
Inspect image ↗

Earlier plan · 4.0

Learn in the first house

  1. Complete the simple dedicated tutorial.
  2. In the first purchased house, choose a preset.
  3. Change an item’s style and swatch, then review and confirm.

NEW tutorial · 4.1

Connect the lesson to a new item

  1. Sell the third house and claim a decor gift.
  2. Choose a style in the first eligible room that can use it.
  3. Learn Mix & Match, capacity, and adding decor in that context.

2026 reconstructed comparison from the 4.0 GDD and 4.1 NEW tutorial table. The gift and the editing lesson have separate triggers.

Returning players needed a different route.

Players who had missed the 4.0 tutorial first learned Mix & Match when entering Staging after updating. Decor followed in the next house, when they opened Mix & Match. The routing also checked previous tutorial experience and ownership of a style suited to the neighborhood, with a separate route for players who lacked that style.

Original returning-player tutorial branch checks style ownership and prior decor-tutorial experience
Original routing review · Returning-player excerpt. Different prior experience and style ownership lead to different teaching routes. The source is a flow specification, not final Set Selection UI.
Inspect image ↗

The tradeoff: less early instruction, more routing.

Moving a lesson later protects the first task, but makes its trigger conditions more important. I specified the audience, trigger, teaching intent, guided action, and text key; marketing helped finalize the dialogue. That made “teach it later” an implementable condition rather than an unspecified promise.

Decision 03 · Purchase understanding

Explain the room and the style before asking players to buy.

Additional room types created a mismatch in expectations. A style purchase covered the seven base room types, but not every style had been produced for the new room types. A familiar style name alone could suggest more coverage than a player would receive.

I designed store structure, purchase flows, wireframes, and pricing/scope proposals, then worked with a UI designer on detailed screens. The central question was what a purchase unlocked—and how the player could see and use that content.

Early FULL exploration: make the purchase scope explicit.

Original store wireframe with separate Styles, Skills and Room Types categories
Early FULL exploration. Room Types gets a distinct entry alongside Styles and Skills.
Inspect image ↗
Original room-type cards explain included styles and available additional styles
Early FULL exploration. Each room-type card states the included styles and which others are available. Prices and IMAGE placeholders are preserved from this draft.
Inspect image ↗

The early model proposed buying a room type with two basic styles included. I compared two ways to offer more styles after purchase: open a dedicated list for that room, or expose the style choices on the room’s card.

Original option one opens a dedicated Home Office list with three purchasable styles
Alternative 1 · Dedicated room list. More room to label each style and price; a separate layer in the store.
Inspect image ↗
Original option two shows style initials inside the purchased Home Office card
Alternative 2 · Choices on the room card. Keeps the room in context, with less space to explain each style.
Inspect image ↗

The tradeoffs above are my current reading of the original alternatives. This case does not claim that a usability test selected a winner.

Quick 4.2: a smaller implementation with a different ownership model.

Production time and incomplete style coverage shaped the release scope. The later Quick 4.2 specification kept style purchases for the seven base rooms and sold additional rooms as style–room combinations, such as a specific style of Home Office. In that model, the two basic styles were also purchased for additional rooms. The early “two styles included” wireframe therefore cannot represent the final purchase rules.

Keep the two versions distinct
VersionWhat the player buysDesign status
Early FULL explorationRoom type with two basic styles; further styles offered separately.Structural alternatives and wireframes shown above.
Quick 4.2A style for seven base rooms, or an individual style–room combination for an additional room.Reduced release scope; store categories, descriptions and Preview changes are recorded in the build report.

The tradeoff: clarity within a feasible release.

The full reorganization needed more content and implementation time. The smaller version retained more of the existing store and used categorization, item descriptions, and preview to explain the offer. The work was not only adding another purchase button; it was keeping content availability, ownership, and the interface consistent.

Delivery & evidence

From flows and conditions to a released iteration.

What I delivered

  • Dedicated-tutorial before/after screens and the full flow, submitted July 27, 2023.
  • New-player, returning-player, and special-case tutorial paths, with text keys and marketing collaboration.
  • Preset revisions approved and the task closed on August 2, 2023.
  • Store structure, purchase flows, wireframes, and room-type pricing/scope work, followed by detailed UI collaboration.

What the release showed

The 4.2 build report confirms new store categories, descriptions, and improved Preview. It also identifies an analytics gap: events did not distinguish a style-purchase page reached through the store from one reached during renovation.

That prevented the team from attributing purchase-funnel behavior to the store path alone.

How I interpret the commercial result

In the 4.2 report, sales per daily active user rose for 8 of 11 staging styles, comparing November 24–29 with December 1–6, 2023 in the report’s US / OG cohort. This is a descriptive release comparison, not evidence of a conversion increase caused by the store design. The missing entry-point events limited the planned funnel analysis.

The useful next check is to instrument the two entry paths separately and observe whether players can explain what a purchase covers before confirming it.

My strongest lesson from this work is to design the shortcut, the detailed path, and the rules behind both together. A feature becomes easier to deliver when its teaching conditions and ownership boundaries are as explicit as its screens.

Related work · 2023

Match the entry to the reason for visiting.

Landmark · A more direct exploration route

A house preview helps players decide whether to buy a property. A Landmark serves a different intent: exploring a featured space and its content. I compared those motivations and proposed direct entry for version 4.0, removing the extra modal action between selecting a Landmark and exploring it.

I organized the experience around Lobby, Featured, Coming Soon, and My Collection, with naming and navigation that could accommodate more content. The GDD was submitted on July 12, 2023 and approved the following day. A proposed two-level navigation structure belonged to Phase 2, so it remains separate from the initial scope. The supported outcome here is an approved design direction and defined navigation structure; I do not attribute a conversion increase to this change.

Later work · Separate design phase

Connecting the current loop to a longer-term goal.

Dream Home · 2026 product design

Later Dream Home work reframed regular house flipping as progress toward a personal home. The May 2026 onboarding specification distinguishes new and returning players: preview the goal, understand the resources, earn through regular play, purchase and name the home, then complete a first decorating action.

I also defined progression gates and compensation for returning players so earlier effort retained value. The design was adopted as a basis for prototype and implementation planning. This is a later design phase, not part of the 2023 releases above, and it has no verified launch or retention outcome in this case.

Design detail

Open original image ↗