Founder, building a location-based mixed-reality mobile game

Role

Founder

Duration

Apr 2021 to Mar 2023 · 2 yrs

Founder, building a location-based mixed-reality mobile game

Role

Founder

Duration

Apr 2021 to Mar 2023 · 2 yrs

Founder, building a location-based mixed-reality mobile game

Role

Founder

Duration

Apr 2021 to Mar 2023 · 2 yrs

Introduction

Mystery Quest was an experiment in designing for the real world.

I founded and led Mystery Quest to explore whether a hybrid digital-physical experience could create deeper engagement than traditional entertainment formats like escape rooms, treasure hunts, or purely digital games. The product combined mobile UX, narrative design, and location-based mechanics to encourage people to explore real places while solving puzzles and progressing through a story.

This case study focuses on product strategy, UX design, real-world validation, and the trade-offs involved in building a zero-to-one platform under startup constraints.

Pitch presentation cover

Pitch presentation cover

Pitch presentation cover

The challenge

Local entertainment options were declining, repetitive, or difficult to scale.

Existing alternatives fell into two camps:

  • Physical experiences offered immersion but were operationally heavy and hard to iterate.

  • Digital games scaled easily but lacked emotional connection to place, people, and community.

The challenge was to design a product that:

  • Encouraged outdoor exploration and social play.

  • Scaled beyond one-off events.

  • Balanced narrative depth with usability in uncontrolled environments.

  • Could be commercially viable, not just novel.

Vision and values slide

Vision and values slide

Vision and values slide

My role

As founder and product lead, I owned the end-to-end lifecycle of Mystery Quest:

  • Defined product vision, positioning, and roadmap.

  • Designed all core UX flows across mobile, web, and physical touchpoints.

  • Led brand, narrative, and experience design.

  • Planned and conducted private and internal testing in controlled real-world scenarios.

  • Collaborated with external developers and creative agencies.

  • Oversaw delivery, QA, and iteration cycles.

  • Managed business, legal, and operational considerations.

Team

2 x F&F Investors

2 x Angel Investors

2 x Developers (External Partner)

1 x Marketing Agency (External Partner)

Product strategy & direction

The early product strategy focused on validating one core hypothesis:

Would people engage more deeply with a game that blended real-world exploration, narrative, and digital interaction than with traditional entertainment formats?

Would people engage more deeply with a game that blended real-world exploration, narrative, and digital interaction than with traditional entertainment formats?

Would people engage more deeply with a game that blended real-world exploration, narrative, and digital interaction than with traditional entertainment formats?

Key strategic decisions included:

Location-first design

Real places drove the experience, not AR gimmicks.

Narrative as structure

Story provided motivation and pacing, not just flavour.

Progressive rewards

Small wins throughout the journey to reduce abandonment.

Focused scope

Early development prioritised core gameplay and navigation, while more speculative features (AR, multiplayer, community creation) were deferred.

A formal business plan and pitch materials were produced to align stakeholders and secure early investment, however, in hindsight the MVP was not lean enough.

A formal business plan and pitch materials were produced to align stakeholders and secure early investment, however, in hindsight the MVP was not lean enough.

A formal business plan and pitch materials were produced to align stakeholders and secure early investment, however, in hindsight the MVP was not lean enough.

Business plan cover

Business plan cover

Business plan cover

Business plan contents

Business plan contents

Business plan contents

What we thought was an MVP still carried too much platform, brand, and technical complexity to enable rapid validation.

What we thought was an MVP still carried too much platform, brand, and technical complexity to enable rapid validation.

What we thought was an MVP still carried too much platform, brand, and technical complexity to enable rapid validation.

Early concepts went through several iterations before development began, primarily to remove practical and operational risk. Initial ideas involving physical objects were discarded in favour of GPS-based verification to improve fairness, scalability, and maintainability.

Early concepts went through several iterations before development began, primarily to remove practical and operational risk. Initial ideas involving physical objects were discarded in favour of GPS-based verification to improve fairness, scalability, and maintainability.

Early concepts went through several iterations before development began, primarily to remove practical and operational risk. Initial ideas involving physical objects were discarded in favour of GPS-based verification to improve fairness, scalability, and maintainability.

Brand & creative direction

Brand and narrative were treated as functional UX components, not surface decoration.

The brand needed to feel:

  • Inviting, not intimidating

  • Playful, but credible

  • Inclusive across ages, abilities, and experience levels

I led brand exploration and development by setting creative direction and quality standards, including:

  • Defining the overall brand vision, tone, and positioning

  • Producing early sketches, ideas, moodboards, and references

  • Guiding logo, illustration, character, and iconography exploration

  • Shaping narrative tone and storytelling principles

An external creative agency executed and iterated on the final visual assets, working closely to my vision, direction and feedback.

An external creative agency executed and iterated on the final visual assets, working closely to my vision, direction and feedback.

An external creative agency executed and iterated on the final visual assets, working closely to my vision, direction and feedback.

These elements informed UI decisions, onboarding language, in-game prompts, and even how clues were written.

These elements informed UI decisions, onboarding language, in-game prompts, and even how clues were written.

These elements informed UI decisions, onboarding language, in-game prompts, and even how clues were written.

Logo first sketch

Logo first sketch

Logo first sketch

First digital sketch

First digital sketch

First digital sketch

Digital sketch, exploring other options

Digital sketch, exploring other options

Digital sketch, exploring other options

Early digital render

Early digital render

Early digital render

Typography exploration

Typography exploration

Typography exploration

Typography exploration

Typography exploration

Typography exploration

Full logo with illustrations

Full logo with illustrations

Full logo with illustrations

Full logo on sky background

Full logo on sky background

Full logo on sky background

Pirate character development

Player 1 character development

Player 2 character development

Player 3 character development

Prop illustration examples

Character expression exploration

Prop illustration examples

Character expression exploration

Local landmark drone image

Hero image sketch

Hero image first render

Brand assets in action - holding page

Brand assets in action - holding page

Brand assets in action - holding page

Exploring brand assets in a mobile context

Exploring brand assets in a mobile context

Exploring brand assets in a mobile context

Designing the experience

Designing for the real world introduced constraints rarely present in controlled digital products.

Private testing showed that outdoor, location-based use introduced GPS instability, environmental conditions, and interrupted usage that directly influenced interaction design and pacing.

Private testing showed that outdoor, location-based use introduced GPS instability, environmental conditions, and interrupted usage that directly influenced interaction design and pacing.

Private testing showed that outdoor, location-based use introduced GPS instability, environmental conditions, and interrupted usage that directly influenced interaction design and pacing.

Other considerations:

  • Variable lighting and weather

  • GPS accuracy and signal loss

  • Physical safety and accessibility

  • Cognitive load while moving

  • Device battery consumption

Quest duration had to be designed around continuous GPS usage and battery drain, not just narrative pacing.

Quest duration had to be designed around continuous GPS usage and battery drain, not just narrative pacing.

Quest duration had to be designed around continuous GPS usage and battery drain, not just narrative pacing.

The core journey included:

  1. Discovering and selecting a quest

  2. Onboarding into narrative and rules

  3. Navigating between real-world locations

  4. Solving clues and challenges sequentially

  5. Receiving feedback, rewards, or hints

  6. Completing (or abandoning) the quest

Each step was designed to minimise friction while maintaining tension and intrigue.

High-level journey - prepared for gambling commission

High-level journey - prepared for gambling commission

High-level journey - prepared for gambling commission

'Quest Manager' permissions table

'Quest Manager' permissions table

'Quest Manager' permissions table

Extensive design iteration

Extensive design iteration

Extensive design iteration

(FSD) Creating functional specifications

(FSD) Creating functional specifications

(FSD) Creating functional specifications

Early user stories

Early user stories

Early user stories

Extensive design iteration

Extensive design iteration

Extensive design iteration

Wireframing & early prototyping

Early work focused on flow clarity rather than visual polish:

  • Low-fidelity wireframes mapped end-to-end journeys

  • Edge cases were identified during design and resolved through targeted technical and UX solutions (e.g. degraded play when GPS was lost, hints for unclear clues, and controlled pause mechanics)

  • Failure states were treated as first-class scenarios

These wireframes were used in walkthroughs and early tests before committing to full UI design.

Many behaviours initially treated as edge cases, such as pausing, losing signal, or unclear clues, proved to be normal patterns in real use.

Many behaviours initially treated as edge cases, such as pausing, losing signal, or unclear clues, proved to be normal patterns in real use.

Many behaviours initially treated as edge cases, such as pausing, losing signal, or unclear clues, proved to be normal patterns in real use.

v1 Wireframes

v1 Wireframes

v1 Wireframes

v2 Wireframes

v2 Wireframes

v2 Wireframes

Early wireframes

Early wireframes

Early wireframes

Early wireframes

Early wireframes

Early wireframes

Early wireframes

Early wireframes

Early wireframes

Early wireframes

Early wireframes

Early wireframes

Early wireframes

Early wireframes

Early wireframes

Early wireframes

Early wireframes

Early wireframes

Early wireframes

Early wireframes

Early wireframes

Early wireframes

Early wireframes

Early wireframes

UI Design & iteration

Version 1

The first UI pass prioritised:

  • Clear navigation

  • Strong narrative framing

  • Visual differentiation between map, clue, and reward states

Private and internal testing revealed issues with:

  • Information density while on the move

  • Over-reliance on visual detail in bright outdoor conditions

  • Insufficient feedback when players were stuck

  • Development difficulty engineering overly complex UI

Profile

Profile

Profile

Quests

Quests

Quests

Quest details

Quest details

Quest details

Map, quest disclosure

Map, quest disclosure

Map, quest disclosure

Continue quest

Continue quest

Continue quest

Join private quest

Join private quest

Join private quest

Solve clue

Solve clue

Solve clue

My quests

My quests

My quests

Version 2

Design changes included:

  • Simplified layouts and hierarchy

  • Higher contrast modes for outdoor use

  • Clearer progress indicators

  • Improved hint visibility and pacing

This iteration significantly reduced confusion and abandonment during private and internal testing.

UI complexity that felt manageable in design became difficult to engineer and fragile under real-world conditions.

UI complexity that felt manageable in design became difficult to engineer and fragile under real-world conditions.

UI complexity that felt manageable in design became difficult to engineer and fragile under real-world conditions.

Observing how people paused, hesitated, or abandoned flows during testing led to clearer feedback, simpler layouts, and more forgiving progression mechanics.

Observing how people paused, hesitated, or abandoned flows during testing led to clearer feedback, simpler layouts, and more forgiving progression mechanics.

Observing how people paused, hesitated, or abandoned flows during testing led to clearer feedback, simpler layouts, and more forgiving progression mechanics.

Profile

Profile

Profile

Voucher details

Voucher details

Voucher details

Account details

Account details

Account details

Prize win

Prize win

Prize win

Purchase history

Purchase history

Purchase history

App welcome

App welcome

App welcome

Input home address

Input home address

Input home address

Input your details

Input your details

Input your details

Treasure Quest v1

Treasure Quest v1

Treasure Quest v1

Mystery Quest v2

Mystery Quest v2

Mystery Quest v2

Accessibility & inclusion

Accessibility was considered from the start.

Accessibility needs surfaced through play-testing, not requirements documents.

Accessibility needs surfaced through play-testing, not requirements documents.

Accessibility needs surfaced through play-testing, not requirements documents.

Key considerations included:

  • WCAG AA-aligned design system

  • High-contrast UI for sunlight visibility

Identified during play-tests but not included:

  • Quest difficulty and accessibility ratings

  • Terrain and mobility indicators

Accessibility & inclusion pitch slide

Accessibility & inclusion pitch slide

Accessibility & inclusion pitch slide

Marketing website

The marketing website was explored conceptually but never built.

Early wireframes and content design were used to:

  • Clarify the value proposition for investors and partners.

  • Test narrative framing and positioning.

  • Align brand, product, and commercial messaging.

Although the site was not taken to production, this work informed pitch materials, public-facing marketing assets, and overall go-to-market thinking.

Although the site was not taken to production, this work informed pitch materials, public-facing marketing assets, and overall go-to-market thinking.

Although the site was not taken to production, this work informed pitch materials, public-facing marketing assets, and overall go-to-market thinking.

About us

About us

About us

Marketing article

Marketing article

Marketing article

Contact us

Contact us

Contact us

Homepage

Homepage

Homepage

How to play

How to play

How to play

News

News

News

Coming soon holding page

Coming soon holding page

Coming soon holding page

Play

Play

Play

Request a 'Quest'

Request a 'Quest'

Request a 'Quest'

Buy quest voucher

Buy quest voucher

Buy quest voucher

Delivery & technical reality

I worked closely with external developers to translate UX intent into a scalable platform.

Key constraints that influenced design:

  • Cross-platform delivery using a single codebase.

  • Backend-driven quest logic and content management with micro-services.

  • Performance and battery considerations for location tracking.

Delivery and ways of working were the weakest part of the project. We did not have agile ceremonies, a structured backlog, or sufficient product ownership around design and development, which led to open-ended work and slower learning.

Delivery and ways of working were the weakest part of the project. We did not have agile ceremonies, a structured backlog, or sufficient product ownership around design and development, which led to open-ended work and slower learning.

Delivery and ways of working were the weakest part of the project. We did not have agile ceremonies, a structured backlog, or sufficient product ownership around design and development, which led to open-ended work and slower learning.

This experience directly influenced my decision to train as a Product Owner and Scrum Master and to work in disciplined agile environments.

This experience directly influenced my decision to train as a Product Owner and Scrum Master and to work in disciplined agile environments.

This experience directly influenced my decision to train as a Product Owner and Scrum Master and to work in disciplined agile environments.

Business & startup foundations

Alongside product and UX work, I was responsible for establishing the legal, structural and financial foundations of the business.

Working closely with a law firm we prepared:

  • Shareholders’ agreement.

  • Memorandum and articles of association.

Working independently, with support from mentors and structured online training:

I prepared and iterated on multiple versions of the company’s financial model, covering:

  • Revenue assumptions across different quest types and pricing models

  • Cost structures including COGS, SG&A, and platform operating costs

  • Investment cash inflows and runway modelling

  • Profit and loss statements

  • Cash flow forecasting and scenario planning

While not a UX deliverable, this work reflects a practical understanding of how startups operate, including equity structures, governance, director responsibilities, and long-term incentives. It also informed how I approach product ownership, risk, and decision-making.

While not a UX deliverable, this work reflects a practical understanding of how startups operate, including equity structures, governance, director responsibilities, and long-term incentives. It also informed how I approach product ownership, risk, and decision-making.

While not a UX deliverable, this work reflects a practical understanding of how startups operate, including equity structures, governance, director responsibilities, and long-term incentives. It also informed how I approach product ownership, risk, and decision-making.

Memorandum and articles of association - cover

Memorandum and articles of association - cover

Memorandum and articles of association - cover

Shareholders’ agreement - cover

Shareholders’ agreement - cover

Shareholders’ agreement - cover

Testing & validation

Mystery Quest was validated through:

  • Private testing sessions.

  • Internal playtests.

  • Paper play-tests with stakeholders.

These sessions provided qualitative feedback on clarity, pacing, usability, and narrative comprehension, helping surface issues that would not appear in purely screen-based testing.

These sessions provided qualitative feedback on clarity, pacing, usability, and narrative comprehension, helping surface issues that would not appear in purely screen-based testing.

These sessions provided qualitative feedback on clarity, pacing, usability, and narrative comprehension, helping surface issues that would not appear in purely screen-based testing.

Outcomes & reflection

Mystery Quest was not just a startup. It was a real-world product lab.

It strengthened my ability to lead ambiguous work, design complex systems, and ground UX decisions in real human behaviour beyond the screen.

What Worked

  • Strong engagement during guided experiences.

  • Appetite for narrative-driven, location-based play.

  • Validation of hybrid digital-physical mechanics.

What Didn’t

  • Iteration speed under startup constraints.

  • Proprietary tech-stack and vendor lock-in.

  • Early over-investment in brand, platform robustness and advanced features.

Key Learnings

Mystery Quest fundamentally shaped how I approach:

  • Lean UX and fast validation.

  • Designing for uncontrolled environments.

  • Balancing ambition with delivery reality.

  • Product-market fit under uncertainty.

Trying to validate too much at once slowed down learning.

Trying to validate too much at once slowed down learning.

Trying to validate too much at once slowed down learning.

These lessons now inform every product I lead, from early-stage concepts to regulated, large-scale platforms.

These lessons now inform every product I lead, from early-stage concepts to regulated, large-scale platforms.

These lessons now inform every product I lead, from early-stage concepts to regulated, large-scale platforms.

Contact me

Let’s build something great together

Contact me

Let’s build something great together

Contact me

Let’s build something great together