While some Club BK features like avatar configuration and purchasing items with virtual currency could borrow from established interaction patterns, the UX community didn’t have a defined approach for game design at the time we built this gaming platform. I created a bespoke model for translating brainstorming sessions into concrete specifications for game components, interaction models, scoring and controls. In addition to my UX role, our nimble team included a visual designer and Flash developer, and we produced a range of mini-games for Pokémon, the Simpsons, Star Trek, Transformers and Nintendo Wii. Players could engage with a range of features from making buddies, chatting with other players, performing emotes and outfitting a personal space.