Get in touch

Get in touch

Get in touch

FIX-IT

A telecom giant’s first foray into gamified education

The Problem

Univision’s support team was drowning in calls for simple fixes (e.g., “Why won’t my remote work?” or “How do I reboot my router?"). Their ask: Create a game that makes learning technical skills fun, not frustrating.

The Solution

FIX-IT: A low-poly 3D adventure where players become a “DIY Engineer,” solving real-world Univision problems in a virtual Mongolian neighborhood. Players explore the town, complete quests, and collect items (like a remote or router) to become a certified “Certified Univision Engineer.”

Duration

2 months

Participation

UI/UX Designer

My first game design gig!

Client

Unitel & Univision

A leading telecommunications and TV service provider in Mongolia.

Create a game that makes learning technical skills fun, not frustrating.

Create a game that makes learning technical skills fun, not frustrating.

Off to a Strong Start!

Off to a Strong Start!

5K+

5K+

5K+

Over 5,000 plays in the first month. Univision’s most viral campaign yet!

Over 5,000 plays in the first month. Univision’s most viral campaign yet!

Fewer “Help Me!” Calls

Fewer “Help Me!” Calls

23%

23%

23%

A 23% drop in basic support calls—users learned to fix it themselves!

A 23% drop in basic support calls—users learned to fix it themselves!

Mission Accomplished

Mission Accomplished

80%

80%

80%

80% of players completed the game—learning while having fun!

80% of players completed the game—learning while having fun!

Preview

Preview

How did I start on this project?

How did I start on this project?

From Player to Pro: The Road to Becoming a Univision Engineer

The game was a fun little 3D world set in a cozy neighborhood with four different areas. Each area had a character with their own mini-game, and completing it earned you a useful item—like a router, remote control, TV, or Android TV box. Collect all four, and boom—you’re officially a certified Univision engineer (well, in the game at least)!

Sounds simple, right? Yeah… not exactly. Designing four mini-games plus the big game flow was like untangling a bunch of wires—doable, but a total mess at first. So, I grabbed my metaphorical toolkit and started mapping out the full user flow, breaking it down piece by piece for each mini-game. That’s when things finally started making sense!

Userflow

The user flow was a wild maze, and the game flow was nothing like a typical web app—it was a whole new challenge!

Userflow's for the Minigames

Alright, we nailed down the main user flow—now onto the mini-games! Surprisingly, the client had a pretty clear vision of what they wanted. So, I took inspiration from some well-known games and mapped out the flows accordingly.

Speaking Dev-inese: Cracking the Code with the Team

We all agreed on the user flow and presented it to the dev team—easy, right? Well… not quite. Their response was basically 'Yes, but also no.' They started throwing in a ton of logic questions: 'Is it sequential?' 'Does one minigame unlock the next?' 'What if…?' and so on. Turns out, the user flow alone didn’t fully explain the game’s mechanics. So, I broke it down into a structured logic sequence using pseudo-code. Once I showed that to the devs, everything clicked. Lesson learned: sometimes, a user flow isn’t enough—you need to spell out the logic too!

Design & Prototype AAAND TESTING!!!

Design & Prototype AAAND TESTING!!!

Designing Without the Headache: Keeping It Simple and User-Friendly

Next up: components, 3D design, and mini-game assets. At first, it felt like an endless task, but thankfully, the client handled the 3D and mini-game designs—huge relief! That meant I could focus entirely on designing intuitive components that made the game easy to navigate. Since the target audience includes older users, the challenge was to teach tech skills without making it feel like homework. The main goal? A user-friendly, mobile-responsive design that keeps things clear, simple, and engaging.

Bringing It to Life: Time to Prototype!

Now that the components are ready, it’s time to build the prototype! This is where everything starts feeling real—interactions, animations, and the full user journey coming together. The goal? A smooth, intuitive experience that makes the game fun and easy to navigate. Let’s bring this to life!

Time for the Real Test: Users, Assemble!

Now it’s time to put the game to the test with real users! Are we hitting the mark? Is the experience smooth, engaging, and easy to understand? This is the moment when the idea transforms into a real, playable game.

Unfortunately, I couldn’t take any pictures due to corporate privacy rules—but don’t worry, I’ll throw in some fun GIFs to keep things entertaining!

Kids Are Game Design Geniuses (And Elders Need a Little Help)

We got tons of suggestions and improvements from our users—turns out, they’re amazing idea generators! Especially the kids. They just get how a game should work, and their insights really inspired us to stay true to our goal.

On the other hand, elders struggled to understand how to navigate the game. So, we made it more intuitive, added clearer instructions, and ensured everything was easy to follow. Accessibility for all, right?

Feedback Overload = Design Glow-Up!

Now it's time for the big design glow-up! And of course, that means lots of back-and-forth with the client. Instead of explaining, let me just show you the Figma comments—oh wow, there were a lot!

But honestly, this back-and-forth is what makes the design even better. Every piece of feedback pushed the project forward, so… thank you for that! Haha.

Conclusion

Conclusion

A Wild Ride to the Finish Line 🚀

So, in conclusion—huge thanks to Unitel & Univision for trusting me with this project! And a massive shoutout to everyone who worked on it—you guys were the best. Honestly, one of the best client teams I’ve ever had—super accountable, always on time, and really understanding. The process was smooth, and the dev team? Absolute pros. Also, big thanks to the folks at fave.kr—they were so patient with my oops moments and tricky edge cases. Seriously, appreciate you all!

Then came the big moment—the game launched, and everyone was playing. Even my sister and dad! They didn’t even realize I was the one who designed it. I asked them, ‘So, how is it?’ and my dad just goes, ‘It’s good… but not interesting.’ Oof. I was like, ‘Wait, why?!’ And he says, ‘I wish I could shoot things and fly through space.’ Alright, dad, I see you—guess he wanted a full-on PS5 game.

But hey, at the end of the day, they did learn how to use a remote, so I’ll take that as a win.

I know it could be better, I know it’s not perfect—but at least a few thousand people had fun. And in the end, that’s what really matters.

I’m open to new opportunities and projects.
Feel free to reach out.

I’m open to new opportunities and projects.
Feel free to reach out.

I’m open to new opportunities and projects.
Feel free to reach out.