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Overview

Designing a higher-fidelity crash game that balances clarity, control, and player behaviour. Payout Pilot was designed to compete with traditional crash games like Aviator, while introducing more visual depth, sound, and structured gameplay.

Overview

Designing a higher-fidelity crash game that balances clarity, control, and player behaviour. Payout Pilot was designed to compete with traditional crash games like Aviator, while introducing more visual depth, sound, and structured gameplay.

My roles

User Experience · User Interface · Sound Direction · Asset Creation · Cross-Market Research · User Flows

My roles

User Experience · User Interface · Sound Direction · Asset Creation · Cross-Market Research · User Flows

Timeline & duration

May 2025 - March 2026

Timeline & duration

May 2025 - March 2026

Framing progression in a traditionally infinite game

Traditional crash games are simple, fast, and often infinite.

Payout Pilot introduced a defined 100x endpoint, changing how players perceive progression and risk.

I proposed introducing a visible end state so the game felt completable, rather than endless. The intention was to create a clear target, encouraging players to hold out for a defined outcome rather than cashing out purely reactively.


To support this, I suggested adjusting the win frequency so that reaching the endpoint would feel rare but achievable, potentially occurring a small number of times per hour. This was designed to reinforce the idea that the game could be completed, while still maintaining tension.


I also proposed a progress bar to make this progression visible during gameplay, helping players understand how close they were to the endpoint.


The challenge was to introduce more structure and control without making the experience feel slower or more complex.

Designing for different player behaviours

Players approach crash games in different ways.

Some prefer reactive play, cashing out manually in the moment.

Others prefer more controlled strategies, using features like auto cashout to reduce risk.

The product needed to support both behaviours without overwhelming the interface.

Designing for landscape across devices

Previous crash games were designed primarily for mobile, which led to issues when scaled to larger screens.

On desktop and tablet, the client UI would compress the game into a portrait layout, making the experience feel squashed and unbalanced. This reduced clarity and made the product feel less polished.

To address this, I worked closely with the development team and product owner to design the first landscape version of the game.

The goal was to create a layout that:

• Scales cleanly across mobile, tablet, and desktop
• Preserves visual hierarchy and gameplay clarity
• Avoids compression caused by external UI constraints

This resulted in a more balanced and professional experience across all devices, while maintaining consistency with the core gameplay.

Designing a flexible landscape layout for future features

The landscape layout was designed to support additional UI elements without compromising the core gameplay experience.

Betting and free bet differentiation

A clear distinction was introduced between real bets and free bets.

• Real bets use a stone-like grey treatment

• Free bets use a blue colour system

This allows players to quickly understand what type of bet they are placing without additional explanation.

Clarity at this level is essential in fast-paced gameplay.

Multiplier and history colour system

The multiplier colours were aligned with the history system to create a consistent visual language.

• 1x to 1.99x → Grey

• 2x to 4.99x → Purple

• 5x+ → Gold

The history pills were designed with accessibility in mind:

• Grey uses a solid fill

• Purple includes a dotted white outline

• Gold uses a solid brown stroke

This ensures players can differentiate outcomes even with colour vision deficiencies.

On the main gameplay view, colours were applied more subtly without outlines to avoid distracting from the core experience.

Adding subtle gameplay cues

Small environmental details were introduced to add character and subtle behavioural cues.

For example, elements like the monkey appear at consistent points during gameplay.

This creates moments players may begin to recognise and react to, adding a layer of perceived pattern and engagement.

Sound and immersion

This was the second game in the portfolio to introduce sound.

Building on previous learnings, sound was used to reinforce key moments and add depth to the experience.

The combination of animation, audio, and visual feedback creates a more immersive and engaging crash game compared to traditional formats.

Visual system and asset creation

This project required building a higher-fidelity visual style compared to previous crash games.

All assets were created using a combination of AI tools and Illustrator, allowing for rapid exploration and refinement.


This included:

• Character design (pilot and plane)

• Background environments

• A seamless looping environment for continuous gameplay


The goal was to create a richer visual experience while maintaining performance and clarity.

This project required building a higher-fidelity visual style compared to previous crash games.

All assets were created using a combination of AI tools and Illustrator, allowing for rapid exploration and refinement.


This included:

• Character design (pilot and plane)

• Background environments

• A seamless looping environment for continuous gameplay


The goal was to create a richer visual experience while maintaining performance and clarity.

Community and social features

A community cashout feature was introduced to reinforce the shared nature of the experience.

This allows players to see when others cash out, adding tension and influencing decision making during gameplay.


If you want to see a coded version in action that I created with Figma Make, you can click here!

A community cashout feature was introduced to reinforce the shared nature of the experience.

This allows players to see when others cash out, adding tension and influencing decision making during gameplay.


If you want to see a coded version in action that I created with Figma Make, you can click here!

Reflection

This project demonstrates:

• Designing for different player behaviours

• Building a consistent visual and interaction system

• Balancing clarity with increased visual fidelity

• Introducing structure into traditionally unstructured gameplay

The result is a crash experience that maintains familiarity while offering a more engaging and controlled player experience.

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Dannywhite@outlook.com

Daniel White © 2025 All rights reserved.

Dannywhite@outlook.com

Daniel White © 2025 All rights reserved.