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I HATE YOU

Date: Sep 2011 ~ Feb 2012

Role: Project Lead, UI/UX Designer 

Range: Ideation to Prototype

Collaborators: Taewoo Lim (Animator), Dong-hoon Ha (Front-end Engineer)

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BACKGROUND

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After my initial startup venture (BAD [Best App Developers] Company), I quickly developed and launched various apps like 'Funny Sports Series', featuring amusing sports clips, and 'Delis', an app for locating Delimanjoo (a Korean street food) sellers and et cetera. During the early phase of the App Store market, these apps unexpectedly achieved high rankings. Subsequently, my company merged with iConnect, a mobile app publisher with a similar focus. Before transitioning to develop the educational platform service 'Iamschool' at another company, I continued to work on these rapid-development projects. 'I HATE YOU' was one such project during this period.

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DESIGN PROCESS

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Of the aforementioned services, I specifically selected this project for my portfolio due to its unique user interface game design, a feature that was quite rare at the time. The early App Store was dominated by straightforward, easy-to-play games like Angry Birds. To differentiate our service, we decided to utilize the iPhone's Gyroscope technology to add dynamism to gameplay. Unlike most games which were played in landscape mode, we designed 'I HATE YOU' to be played in portrait mode, using finger movements for gameplay. The game, themed around unrequited love, is simple. Players avoid heart-shaped icons to score points and dodge attacks from boss characters. There are 30 stages, each featuring monsters that are infatuated with the main character.

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REFLECTION

 

Although 'I HATE YOU' was a side project, it was paused due to a focus on revamping the LoopMonster project and unfortunately never reached launch. Nevertheless, it was a significant project for me, offering a first-hand experience in game planning and interface design. This project stood out as it involved designing a game app, which was a delightful experience. Should the opportunity arise, I'd love to focus on and develop a full-fledged game project in the future.

© YULE KIM. All rights reserved.

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