Project type
Fictional game UX
I designed a Clash Royale-style time limit and parental control flow that protects playtime without breaking the feeling of the game.
My role
UX research, game UI design, feature strategy, flow design, Figma prototyping

Time limit
Day / week / month
Parent lock
Passcode protected
Project type
Fictional game UX
Role
UX / UI designer
Duration
2 weeks
Project overview
This was a self-initiated fictional case study created to learn game UX. I used Clash Royale as the product context and explored how time-limit controls could fit inside a high-energy mobile game without feeling like a generic settings feature.
Concept

Players may want to manage their own playtime, while parents may want more confidence around a child's Clash Royale usage. The challenge was to add control without turning the game into a punishment experience or interrupting the core play loop too aggressively.
Player and parent needs
Player
Keep the experience fun, optional, and easy to understand.
Parent
Set limits, protect changes, and avoid bedtime conflict.
Research signal

Feature model
Help players and parents see time spent inside the game.
Let users set optional day/week/month play limits.
Protect changes behind a passcode-controlled flow.
Block battle start when the remaining time is too low.
Design system adaptation
Screens

Task design

Reflection
The main lesson was that game UX has to protect the play loop. Even responsible-use controls need to feel native to the game's tone, timing, and visual system, otherwise they feel like an external interruption.