
The product gives gamers a real-time voice changer. At the start I compared the main competitors with the product manager, filled the gaps, and confirmed the core audience was gamers. The interface needed to feel like a game: simple, direct, and immersive.

To look different from the competitors, we used Midjourney to make cartoon characters close to a Pixar film, and used them as the cover for each voice. That made it easier for a new user to understand a voice and pick one.

While looking at competitors I found a common problem: the first time someone used the product, settings or a peripheral often meant the feature turned on and did nothing. We added a shortcut that connects to a third-party app and sends the processed voice straight there. It makes the first session work, and leaves room for clearer error messages later.

On this project I tried to put AIGC into the everyday design workflow. There were a lot of failed attempts. The result was worth it, and the method is something I can reuse.


This was a real stretch. I had not designed a game product before, and the visual style still has room to improve. Putting AIGC into the actual workflow showed me both how much it can do and where it still falls short. That is useful the next time I want to raise the ceiling of the work.






