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Getmega Mobile App

Product Designer for an iGaming startup: two years, two pivots, and most of the app’s major user flows.

Company

Getmega

Timeline

2019-2021

My Role

Product Designer, UI Designer, UX Designer

Team

Me + 2 product designers, 3 product managers, 3 engineers, CEO

🦚 About the project

Getmega was a real-money gaming (iGaming) startup: a platform for playing Poker, Rummy, and other casual games for money.

I joined the team as the second Product Designer, and over two years we grew the team to 10 Product Designers. I designed the end-to-end experience for most of the major user flows, in close coordination with the product managers, engineers, and the CEO, especially during the startup’s two pivots, and helped grow the team and shape the design culture at Getmega.

Preview of the Getmega app screens
A preview of the mobile app: click any image to see it full size

🏝️ The Flows and Screens

The Core Flow

Below is a simplified version of the core flow for cash tables, which eventually went through many rounds of redesign. I’m showing it because it was one of the earliest, most foundational flows I designed:

Simplified core flow for cash tables
The core cash-table flow

Wallet and Payments

On a real-money gaming platform, the wallet, deposit, and withdrawal screens are extremely important to both the business and the users. These screens were designed to be simple: obvious CTAs and clear details.

The wallet page
The wallet page
The main payments interface
The main payments interface, after tapping “Add Cash”
The cash history page
The cash history page

MTTs (Multi-Table Tournaments)

After regular cash tables took off, we developed the MTT format, heavily requested by the pro players (“whales”, in poker lingo). MTTs had all the quirks of a regular event: states, leaderboard, live status, breaks, all meticulously designed.

Tournament details page
The tournament details page, with many states based on the tournament stage
The waiting lobby page
The waiting lobby page
The leaderboard page
The leaderboard: the player’s row stays sticky at the bottom when their rank is out of view
Your-turn CTA on the leaderboard
If it’s the user’s turn while on the leaderboard, a flashing CTA gently guides them back

All designs and layouts were also repurposed for landscape mode, because the platform had two games in landscape: Rummy and Pool.

Landscape lobby
Landscape rebuy info

Tasks & Rewards

The Android app had 5M+ downloads on the Play Store, but weekday DAU hovered around 15k with poor retention. User research showed players loved to platform-hop to wherever the tournaments were good and the opponents were beatable. To improve day-on-day and week-on-week retention, the product team introduced a gamified loyalty program: reward-based tasks tied to gameplay.

Tasks and rewards page
The Tasks & Rewards page: a hero task swaps with others once complete, based on a programmed hierarchy. Each card shows details, progress, the attached reward, and a “claim” CTA.
Milestones bottom sheet
Many tasks had progressive, milestone-based rewards. This bottom sheet shows milestones, progress, and rewards.
Reward claim screen
The reward-claim screen celebrates with a delightful animation and cheers the user on to the next task

This feature alone played a key role in increasing weekday DAU from 15k to 25k.

Unobstructed Input: Custom Slider Interaction

Problem: In a real-money context, users need absolute confidence in their financial inputs. Standard mobile sliders often fail here due to the “fat finger” problem: the thumb physically obscures the exact value being selected.

Solution: To bypass this hardware flaw, I engineered a custom micro-interaction. On press, the value label dynamically elevates above the thumb’s footprint, with a background blur to reduce visual noise. This ensures absolute precision and unobstructed visibility for high-stakes decisions.

Animated custom buy-in slider interaction
The custom buy-in slider in action

Systematic Design: 13 States of a Leaderboard Card

To support a new leaderboard retention feature, I built a modular card system that handles 13 different game states without breaking the layout. The core data stays anchored while contextual badges, CTAs, and live trackers seamlessly swap in to guide the user through the game.

13 states of the leaderboard card system
All 13 states of the modular leaderboard card

The Multi-Table Challenge: Designing for Pro Players

Managing multiple poker tables on a cramped mobile screen is notoriously difficult, yet non-negotiable for high-volume pros who grind multiple games simultaneously without losing screen real estate or missing a crucial hand.

To solve this, I designed a draggable, “chat-head” style floating UI, heavily inspired by Messenger. Users can dock the bubble wherever it feels comfortable, so the active game is never obstructed. When action is required elsewhere, the bubble triggers a high-visibility “Your turn to play” alert with a notification counter. Tapping it expands a bottom sheet that acts as a unified dashboard: players instantly assess their stakes and jump between active tables without breaking flow.

Draggable floating bubble over the poker table
The draggable floating bubble acts as a localized notification hub, movable anywhere, using a familiar “new message” pattern to alert the user when it’s their turn on another table
Bottom sheet dashboard of active tables
Tapping the bubble opens a clean bottom-sheet dashboard: a real-time overview of all active tables, current stacks, blinds, and explicit calls to action

🥷🏽 Though this exact UI remained a conceptual prototype, it stress-tested our interaction patterns and proved that mobile poker didn’t have to be limited to a single screen. This exploration directly paved the way for the pragmatic, fast-to-build multi-tabling feature we eventually shipped.

6 Screens Out of 600

When you are the main conduit between product and dev for two years, you end up designing practically everything. I’d love to show the hundreds of screens that make up the rest of the ecosystem, but no one wants to scroll that long. These few barely scratch the surface, but they give you a feel for the other flows we shipped.

The referral screen
The referral screen
Referral steps
Referral steps
Three-tier scratch cards
Scratch cards, 3 tiers: I designed the screen and complete flow, and conceptualised the whole system
Scratch card earned bottom sheet
“Scratch card earned” bottom sheet
Feature paywall experiment
The growth team’s experiment: keeping some features behind a paywall
All features unlocked screen
All features unlocked, especially the social ones, once the user deposits the minimum amount

⏪ Looking Back: Two Years in the Trenches

Designing for a fast-moving iGaming startup through two major pivots was a masterclass in resilience. Daily design reviews with the CEO kept the pressure high, accelerating my product thinking and visual design skills in real time.

But my most valuable growth happened outside of Figma. As the primary bridge between product and engineering, I held the context for the entire app’s architecture while stepping into my first leadership role, helping scale our team to 10 designers and managing the hiring pipeline. It taught me exactly what it takes to build a product, and a team, from the ground up.

- Fin. -