Getmega Mobile App
Product Designer for an iGaming startup: two years, two pivots, and most of the app’s major user flows.
🦚 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.
🏝️ 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:
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.
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.
All designs and layouts were also repurposed for landscape mode, because the platform had two games in landscape: Rummy and Pool.
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.
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.
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.
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.
🥷🏽 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.
⏪ 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. -