Dropmix

Phygital Music Game · 2017

This project explored the intersection of interactive music systems, physical product design, and live-performance visual language - translating a real-time music mixing experience into a tangible tabletop format. The goal was not to simply create a board game, but to design a physical performance object that felt like stage equipment: something that visually, materially, and interactively belonged to live music culture.

Rather than treating physical production as a downstream step, the experience was designed holistically - where gameplay systems, visual identity, physical materials, and manufacturing constraints were developed together as a single integrated system.

I contributed directly to gameplay development and playtesting, helping shape interaction loops, pacing, and physical interaction logic. These systems informed the spatial layout of the board, card structures, and physical affordances, ensuring that the design supported clarity, flow, and learnability while maintaining the feeling of live performance.

The physical components were treated as interfaces, not just objects - designed to guide player behavior, reinforce rhythm and structure, and create a sense of performance through interaction.

The visual system was intentionally minimal, drawing from the design language of stage equipment, lighting rigs, audio controllers, and live performance hardware. The board and cards were designed to feel like functional pieces of a performance setup rather than traditional game components.

Lighting elements were integrated as both gameplay mechanics and atmospheric design features, allowing the experience to visually simulate a stage show while players mixed music - creating a sense of performance, presence, and spectacle within a physical format.

Artist Collaboration Pipeline

Overhead view of multiple DropMix cards displaying diverse artistic styles and musicians

The card art was developed in collaboration with a wide network of renowned music poster artists, many of whom had previously worked directly with the musicians to represent their tours and live shows.

I established visual guidelines and production standards, provided iterative feedback, and managed the integration of highly varied artistic styles into a cohesive system. This included standardizing layouts, aligning visual hierarchies, and assembling final production sheets - ensuring artistic individuality while maintaining consistency, readability, and manufacturability.

DropMix physical board with smartphone and five colorful music cards showing various artists
Illuminated DropMix board showing colorful LED lighting with cards in place
Close-up of artistic DropMix cards on board showing colorful skull designs
Close-up of Anderson .Paak DropMix card showing instrument icons and track information
Detailed close-up of DropMix card showing artist name, song title, and color-coded track icons

Production, Manufacturing & Print Systems

I owned the print production pipeline, managing file preparation, layout integration, and delivery of final print-ready assets. This included working directly with printers on paper stock selection, ink sourcing, color consistency, and production constraints.

This process became a meaningful learning transition from primarily digital pipelines into physical manufacturing workflows, requiring a different design mindset - one rooted in tolerances, materials, cost structures, and production scalability.

Iterative Development with Hasbro

We worked closely with Hasbro's internal teams to test, iterate, and refine the physical design, balancing:

  • Cost constraints
  • Manufacturability
  • Durability
  • Design intent
  • Gameplay clarity

This collaboration ensured the product remained economically viable at scale while preserving the integrity of the experience and its performance-driven identity.

App Interface Development

DropMix app main menu showing Cards, Play, and Mixes options
Clash Mix mode interface showing five monster and skull character cards with LED indicators
Freestyle mode interface with five colored card slots and tempo and key controls
Cards menu showing Deck Builder, Collection, and Add to Collection options

Collection Systems & MixLink

MixLink interface showing curated mix of five cards at 128 BPM in E MINOR
Collection modal showing Sweets collection with Franz Ferdinand, Lou Reed, and Lumineers cards
Collection screen showing Season 1 cards with colorful artistic designs and MixLink creation options
Collection screen displaying My Collection Stats and Season 1 Starter Pack card collection progress

The collection system was designed to surface discovery, progression, and sharing. Players could build personal collections, create themed curations, and share "MixLinks" - shareable mixes that encapsulated a specific musical moment with pre-selected cards.

This social and collection-driven layer extended engagement beyond individual gameplay sessions, transforming the experience into a persistent social system rooted in musical taste and curation.

Branding, Iconography & Cultural Grounding

The iconography and logo systems were designed to mirror the visual language of tour merchandise, concert branding, and band apparel - grounding the game in authentic music culture. The goal was to make the product feel less like a traditional board game and more like a piece of live music culture that happened to function as a game.

Key Takeaways

This project reshaped how I think about design systems:

  • Physical and digital design pipelines can be unified into a single system architecture
  • Gameplay mechanics can function as spatial and material design drivers
  • Manufacturing constraints can act as creative structure, not limitation
  • Cultural authenticity is as critical as functional clarity
  • Physical products benefit from the same systems thinking used in digital platforms

It was a rare opportunity to bridge game design, visual identity, physical production, and live performance culture into one cohesive experience — and a formative shift from purely digital creation into hybrid system design.

Early Development

View the Art Bible for an early iteration of the title that eventually became DropMix:

View Soundclash Style Guide

Card Art Style Guide

Visual guidelines for the DropMix collectible card art system. View the full style guide:

View Card Art Style Guide

Credits

Role

Lead Art Director

Studio

Harmonix

Partner

Hasbro