Homa

Video game publisher and creator

Paris-based Homa is a powerhouse in hybrid-casual gaming with over 2 billion downloads.

They empower creators to “Game the System” using a data-driven tech stack to turn big ideas into global hits.

Check the case study

Team

César Deslandes

Mathis Hanspach

Rafael Boavida

Role

UX Researcher

UI Designer

Duration

2 weeks

Tools

Figma 

Adobe Photoshop

Affinity Designer

AI

Adobe Firefly

Google Gemini

Context

Homa counts more than 80 active titles to date. 

We were tasked with proposing a newer version of a game mechanism called Progress Reward Ladder, more precisely, Drill-Up, which is part of one of Homa’s biggest hits, All in Home.

SCOPE OF THE PROJECT

Create a new reward ladder system for HOMA’s flagship mobile game All in Hole:

  • Competitor analysis
  • Low-fidelity wireframes
  • Mid-fidelity wireframes (Gray boxing)
  • High-fidelity prototype

What are
we solving?

During the stakeholder interview :

“… right now, in drill-up (…) everything looks exactly the same, there’s this little creature locked into some sort of a drill, and it’s trying to go up for no apparent reason, and it’s just going to the same cave over and over and over and and we’re trying to believe that it’s making progress.”

solution

Create a whole new universe that is coherent, scalable and engaging for the user

Introducing 
Molly the burglar
and her challenge

What changed?

According to stakeholder feedback, the "Drill Up" event felt uninspiring and disconnected from the core game universe.

To address this, we pivoted to a theme centered around Molly—the food-stealing mole.

We developed a brand-new concept featuring a bottom-up reward ladder and vibrant, high-impact universes that resonate more deeply with our users.

Event scalability

  • New worlds
  • New costumes
  • New visual rewards / obstacles

Building the solution

competitor analysis

User interviews

  • 4 interviews
  • Casual mobile gamers
  • Age range : 20-70
Meet Maria (60, Portugal): An accountant from Lisbon who regularly plays mobile games after her daughter introduced her to Candy Crush. While she doesn’t consider herself a “gamer,” she enjoys short sessions during her downtime, such as evenings or commutes. She is motivated by visual variety and completing challenges at her own pace.

Maria H.

“I want a goal, something real to reach in the end”

ideation

Listening to the Player

Through targeted user interviews and user persona, I explored whether players wanted more “game” or more “story.”

The results shifted our strategy: players didn’t want to learn new rules; they wanted to feel appreciated for the skills they already have and escape monotony.

This led me to focus on Molly’s narrative and a “bottom-up” reward structure, ensuring the event added value without adding cognitive load.

Design

  • Two versions of the mvp were created for this project

V1 - Forest Party

To solve the engagement gap, we introduced a clear narrative arc: Molly’s rise from her burrow to the surface. By framing the reward progression as “gathering friends for a party,” we replaced a dry mechanic with a relatable, joyful objective. This thematic shift ensures the experience feels cohesive and emotionally rewarding for the player.

LoFi

Stakeholder feedback

While our initial MVP was well-received by test users, it faced a strategic challenge with stakeholders. Although they appreciated the imaginative world-building and storytelling, the “Forest Party” theme was deemed too divergent from the core “Drill Up” identity, a focused, bottom-up experience. The complexity of the new world-building raised unnecessary narrative questions that threatened to distract from the gameplay.

Consequently, we were tasked with stripping back the concept to find a more streamlined, intuitive theme that maintained the game’s straightforward appeal.

V2 - Tower Heist

Returning to the drawing board, we developed Tower Heist, a concept that perfectly balances Molly’s mischievous personality with the game’s core mechanics. We pivoted from “collecting food” to “cracking safes,” heightening the stakes and the sense of progression. Molly’s objective is now a vertical ascent up a high-security skyscraper, aiming for the ultimate prize at the summit. This theme provides a clear, high-stakes narrative that feels both intuitive and exciting for the player.

Lo Fi Tower Heist concept drawing
Mid fi Tower heist concept Ai generated

Testing

Improvements

We conducted two rounds of comparative testing between the “Forest Party” and “Tower Heist” iterations. The qualitative data from our MVP testers provided a clear, though nuanced, direction:

  • Mechanical Clarity: Users found Tower Heist significantly more intuitive and easier to grasp.

  • Thematic Synergy: Feedback confirmed that the heist concept felt more “in-tune” with the core All in Hole mechanics.

  • Engagement: While Forest Party was noted for its high engagement levels, the complexity that drove that engagement ultimately conflicted with the goal of a streamlined user experience.

This data validated our pivot toward Tower Heist as the most sustainable and “on-brand” direction for the product.

Final product

  • Screens produced
  • Prototype

Screens produced

Prototype

Reflection

Key Takeaways

This project underscored a vital lesson in product discovery: the importance of proactive inquiry. While the initial brief was broad, we recognized that more rigorous questioning at the outset would have sharpened the project scope and aligned stakeholder expectations earlier.

Future Roadmap

The upcoming phase will focus on high-fidelity usability testing. Our goal is to validate the matching logic against real-time user behavior, ensuring that the “Tower Heist” mechanics translate into the seamless, intuitive experience our data suggests.

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