amikaverse
amikaverse
My Role: Amikaverse has two core experiences, Grow Your Own Haircare and Salon Tycoon. I mainly worked on Salon Tycoon experience, where my work centered on player flows, UI for challenges and inventory, and feedback systems that made progress and rewards feel clear. I also defined how amika’s brand values showed up in these touchpoints, making sure the interface, pacing, and reward moments carried the same playful personality.
Product Designers ✋
3D Designers
Creative Content
Roblox Devs

About & goals
Instead of a one-off branded world, the goal was to design repeatable loops that could educate lightly while keeping players engaged. Success was defined by return visits, cultural relevance of avatar items, and integration of brand storytelling into Roblox-native mechanics.

tl;dr: A Roblox brand activation where players take on salon, garden, and recycling quests, fueling Amikaverse’s hair economy which have since racked over 2M+ gameplay.
Grow Your Own Haircare①
Alongside Salon Tycoon, the Garden loop gave players a different pace of play by letting them grow and harvest ingredients that connect back to amika’s product story. It was a team effort from Product team alongside creative content, 3D, and engineering all shaping how the loop fit into the larger experience.
💭 Challenges:
• Session timing - Session timing: Growth cycles needed to be short enough to feel rewarding but long enough to hold meaning. We tuned the cadence so players had a reason to return without losing interest
• Integration into the core loop - Gardening risked feeling like a side quest. By tying harvested ingredients to salon progression and cosmetic unlocks, it became a meaningful part of the journey
• Player engagement - Idle farming quickly surfaced in playtests. The team introduced caps and diminishing returns to keep the rewards tied to active play.

Salon Tycoon②
The Salon Tycoon loop was built to feel intuitive but layered: players start small, gain confidence, and gradually unlock more demanding scenarios.
My focus as product designer was to make sure progression felt rewarding without overwhelming users. This meant designing clear entry points, pacing the difficulty curve, and ensuring rewards were surfaced in ways that motivated replay.
💭 Challenges
• Onboarding flow - Early playtests showed players stalled when faced with text overlays. I shifted guidance into the in-scene with contextual prompts, in hopes to secure a first win within one minute.
• Reward visibility - Many players unlocked rewards but left them unequipped. I reworked the reward flow so new items preview and auto-equip by default, making progress feel immediate and keeping brand items visible in play.
• Tracking player behavior - We didn’t have visibility into where players were quitting and we set up event tracking for things like challenge start, step complete, reward claimed, difficulty choice, hint use, and abandon point so the team could see drop-offs and refine the loop.
• Interaction pacing - Early builds had salon tasks running too long, which caused churn. I tuned the interaction budget so each client session stayed under six seconds, keeping loops tight and replayable.
