RetroResan

"Retro Resan" is an audiovisual, reality-based game set in Limhamn, Malmö, developed during a cross-media course I attended. The game takes players on a journey back to the 1970s, with visuals styled to match the era. I designed the website, created a brochure for the starting point, and illustrated an abstract map of Limhamn highlighting the five destinations players visit to complete the game.

Focus

UX/UI DESIGN, WEBFLOW DEVELOPMENT

Role

LEAD DESIGNER

Tools

FIGMA, ADOBE ILLUSTRATOR

Mission

The objective was to create a cross-media experience based on location-specific storytelling in Malmö. The project was grounded in a societal phenomenon or an existing narrative and integrated into a familiar environment.

Our task was to research material, develop the concept, create a transmedia plan, design the experience, and program it. The focus was on combining narrative and interaction through game mechanics, puzzles, or non-linear storytelling, to create an engaging experience where content, place, and user interaction work together. User testing was also part of the task, to evaluate functionality and experience, and to iterate on the design based on insights.

My contributions

I designed the entire web application for Retro Resan, leading UX, UI, and the overall structure of the experience. Using Figma, I created user flows, interactive interfaces, and ensured a seamless, intuitive experience built on the visual identity agreed upon by the team. While I made the design decisions, I periodically checked in with the team to ensure the final result aligned with our shared vision.

I also designed the physical brochure used at the start of the game and during gameplay, as well as an hand illustrated abstract map of Limhamn highlighting the five destinations players visit. My work shaped the full digital and physical experience, creating a cohesive and immersive journey for players.

Stages

Timeline & overview of the 5 stages for RetroResan

Research

During the research phase, we explored everyday life and local stories from Limhamn and Malmö during the 1970s. We gathered inspiration and insights through old newspapers, online forums, and library archives to build a more authentic and locally rooted feel for the project.

The focus was on finding lesser-known stories and details that could enhance the nostalgic experience and strengthen the project’s identity.

Low-fidelity wireframes

Design process

Graphic profile

The visual identity for RetroResen was created with the goal of combining the aesthetic of 1970s magazines and print design with a modern and refined expression. Through a vibrant color palette together with the Harmattan and Baskerville typefaces, a visual identity is shaped that feels both nostalgic and contemporary.

Interactive prototype

User tetsting

To test the experience before development, I created an interactive prototype in Figma that simulated the main gameplay flow and interactions.The goal was to evaluate usability, navigation, and the overall player experience before implementation. By visualizing the full journey early in the process, we was able to identify areas that needed simplification and improve the clarity of interactions and information flow.

Handoff & implementation

Once the designs and prototypes were finalized, the project moved into implementation. I prepared the necessary design assets, layouts, and interaction specifications and handed them over to my course teammate who was responsible for the coding and technical development of the project.

Throughout this phase, I continuously checked in with the other team members who were responsible for researching stories, gathering historical material, and sourcing imagery, to make sure everyone felt that the final design reflected the shared vision and overall direction of the project.

Release

As part of the release, I designed a brochure that introduced Retro Resan and functioned as a physical guide throughout the entire experience. It included information about the concept, alternative transport options between locations, and a QR code linking directly to the game. The brochure also worked as a map that players could carry with them during the adventure, supporting navigation and enhancing the cross-media experience between physical and digital elements.

The project was showcased during a dedicated game week at the university, where students and external participants were invited to experience and play the game. This provided valuable exposure and allowed us to observe how real users interacted with the experience in a live setting.