Oath

Your games, remembered. A social game-logging app, like Letterboxd for games.

Role

End-to-end design & build

Category

Social

Platform

App (iOS 17+)

Timeline

2 weeks

The goal

Give players a home for the personal record of what they play. Oath is built around one habit: review, post, react. Finish a game, rate it, share the thought, and see it land in a feed where other players respond. Each screen feeds the next, so the app rewards coming back rather than just checking in.

The problem

Film has Letterboxd. Music has RateYourMusic. Gaming has storefronts and scores, but no home for the personal side of playing: what you finished, what you thought, and who saw it. The logging that exists is private and transactional. Oath is a concept for the missing space, where logging a game starts a conversation instead of ending one.

My role

I designed and built Oath end to end, from UX architecture through to a working SwiftUI prototype. A few decisions worth calling out:

Familiar patterns, so nothing needs explaining. The feed, the bottom nav, search-as-you-type, and the bottom-sheet compose flow all lean on conventions people know from other social apps. The novelty sits in the content, not the navigation.

A colour system with rules. A vibrant orange-red drives every primary action, so "what do I tap" is never in question. Purple is reserved exclusively for progression: levels, quests, and badges. That keeps achievement reading as its own distinct layer. On a mostly clean, light canvas, both colours carry real weight instead of competing.

Low-friction logging. Search a title, tap a rating, add optional thoughts, set it public or private, done. A review can be one tap or a full write-up, and the design never forces the long version.

Progression as a reason to return. A quest and levelling system turns passive logging into something with momentum. Streaks, milestones, and collectible badges give lightweight goals without turning the app into a game itself.

Built, not just drawn. Oath runs as a functioning SwiftUI prototype, with real navigation, a custom rating control, and the full loop wired end to end. Designing in code kept the interactions honest and the transitions considered rather than assumed.

Outcome and achievements

A complete, coherent product concept, from onboarding to profile to the social loop, that proves out both the idea and the craft. It gave me a space to design a consumer product with full creative control, and stands as my strongest mobile design work to date.

3:37 pm in Wales, UK
3:37 pm in Wales, UK