My role in ”CRED”

Lead Designer, Project Manager


Narrative, UX, Gameplay.

The game

  • Dress up Game
  • Mobile game for Android
  • Stylist dressing clients to the hottest clubs
  • Student project
  • Brief of guidelines with requirements


Mars 3 2021 – Mars 26 2021

The goals

  • Tailored user experience
  • Realistic gameplay

I wanted to create a fitting environment for the target audience. The different type of clothes, the clients and progression would keep the players in the game longer.   

For the player to have a realistic experience I planned to have elements that would create an idea of how a real stylist work. The game would have relatable content so that the players would get the feeling of their own success in the business.  



  • Women and nonbinary
  • From 18-25 years old
  • They have a great influence on style
  • Uses social media


I made 3 different personas based on the target audience research.

Katja, The Mobile Gamer:

  • Woman
  • 19 y/o
  • Vegan
  • Wants to be a fashion blogger
  • Is around family and friends a lot
  • Works with fashion

Monica, The Achiever:

  • Woman
  • 24 y/o
  • Loves architecture, shapes and colors
  • Makes her own clothes
  • Party Animal

Kim, The Casual Gamer:

  • Nonbinary
  • 18 y/o
  • Famous fever
  • Devoted to success
  • Don’t like people without style


I wanted to create the atmosphere of great style, innovation and luxury while playing. When choosing a client it would relate to when booking sessions online, the wardrobe would remind the player of an online store.

Choosing a client

In wardrobe.




  • All three clients have a backstory
  • They’re inspired by Swedish celebrities.
  • Player hears about clients personal life through a oneway dialog.
  • Clients have clothes and club requirements. 

Sven, The Raver

Siggy, The Hipster

Scianca, The Influencer

Unisex clothes

Client oneway dialog


  • Clients can request colors or items.
  • The player must fulfill the client requirements to get a reward.
  • Requirements vary from easy, medium and hard.

Easy, 1 requested item.

Medium, 2 requested items.

Hard, 3 requested items.

  • What type of mission you get depends on the players follower count.
  • The higher the players follower count is, the harder the client request is.
  • Players can always choose not to style a client by waiting 10 min until a new client request spawns.

Easy mission, 1 request. 0-200 followers.

Medium mission, 2 requests. 200-500 followers.

In game view of client requirements (top)

Follower count and the upcoming goal

The timer (white low transparent circle abound portraits)

The store and wardrobe (Item grayed out is not in player inventory)

Reward (coins and followers) after styling


  • All clothes have stylepoints.
  • Clubs have a min stylepoint requirement to get in.
  • During harder missions the minimun stylepoint requirements are higher
  • The more stylepoints the client have on, the higher the reward.

The brief required a gacha mechanic.

Style points vary for each item since the clothes are divided into different tiers:

Basic tier: 1 style point.
Normal tier: 3 style points.
Designer tier: 5 style points.

Basic tier, 1 style point.

Normal tier, 3 style points.

Designer tier, 5 stylepoints.


The brief required a fusion mechanic.

  • Fusion is when you take two of the same item and upgrade them into something improved (usually revolves around stats).
  • I paper prototyped different ideas.
  • Playtested the prototypes.
  • I wanted to have a fusion mechanic that didn’t upgrade stats but looks.
  • The idea fit the personas.
  • I made a new survey for our target audience to get data. 


  • I got 79 answers
  • The players cared more about looks than stats
  • With this data I made the decision to create a different type of fusion mechanic where you choose how to upgrade the style instead of the stats



  • Fusion works on every clothing category.
  • It only works if the items are the same tier.

The different categories are shirts, pants, skirts, jackets, accessories and shoes. 

  • Take 2 basic shirts in different colors.
  • The shirts will mix and create a new basic shirt with the two colors.
  • The player has now designed an item that didn’t exist before.
  • More client requirements can be achieved through one fused item.

Fusing 2 basic shirts.