
UI/UX · Mobile · Game · Dark & Light Mode
Fefe
A cross-platform game discovery and storefront app for Leti Arts featuring a complete design system and 20+ screens.
Overview
One account, infinite worlds
Fefe is a cross-platform game discovery and storefront app built for Leti Arts, designed to bring a portfolio of games under a single account instead of scattering players across separate apps and logins.
I designed the product end-to-end: a complete design system covering both dark and light mode, and over 20 high-fidelity screens covering discovery, storefront, and account management.
Research
Why players bounce before playing
Since this was an internal product built within an internship timeline, I focused on competitive analysis, studying how Apple Arcade, Google Play, Aptoide, and Netflix Games handle onboarding, navigation, and game discovery.
01
Sign-up methods fragment identity
Apps offering Google, email, and phone sign-in each collect different data, leaving user profiles inconsistent depending on how someone joined.
02
Discovery beats category browsing
Players searched for a specific game or genre far more often than they browsed curated shelves, especially on a first visit.
03
Dark mode is the default expectation
Game storefronts are used most in the evening. Nearly every competitor defaulted to dark mode, with light mode as the opt-in.
04
Progress needs to be visible everywhere
Players wanted to see achievements and progress from the storefront itself, not just inside each individual game.
Design Process
Building for one account, many games
With multiple games under one storefront, the process centered on making a single account feel effortless everywhere it appeared, from first sign-up to switching between games.
01
Auditing competitor onboarding
Mapped sign-up and account-linking flows across Apple Arcade, Google Play, and Netflix Games to find where a unified account model breaks down.
02
Designing the account model first
Settled on a single 'Complete Your Profile' step that runs once, after any sign-up method, so every user ends up with the same complete profile regardless of how they joined.
03
Systemizing dark and light mode
Built the token set to support both themes from the start, rather than retrofitting light mode later, so every screen ships in both by default.
Design System
A theme system for two modes
Dark mode and light mode share the same structure, so every screen, accent color, and semantic token stays consistent no matter which theme a player is in.
Dark Mode
The default palette: high-contrast surfaces built for evening play sessions and long storefront browsing.
Light Mode
The opt-in counterpart, mapped one-to-one against dark mode so no screen needed separate layout work.
Semantic
Shared status colors for progress, achievements, and account states, consistent across both themes.
Final Screens

Reflection
What I'd take further
Designing both themes in parallel from day one, instead of treating light mode as an afterthought, made the whole system more consistent and was worth the extra up-front work.
If I extended this further, I'd want real usage data on how often players actually switch games from inside the storefront, to see whether the unified account model is solving the problem it was designed for.