Tokyo, Japan
Hi-Fi RUSH
Hi-Fi
RUSH
RUSH
RUSH















Hi-Fi RUSH is a rhythm action game released in 2023, with a bold, vibrant style that stands apart from Tango’s previous titles.
Hi-Fi RUSH is a rhythm action game released in 2023, with a bold, vibrant style that stands apart from Tango’s previous titles.
I joined the team during mid-production and was proud to contribute to a project that embraced such playful visuals and energetic motion. It was a rewarding experience that allowed me to grow as a designer and take on larger-scale design challenges.
I joined the team during mid-production and was proud to contribute to a project that embraced such playful visuals and energetic motion. It was a rewarding experience that allowed me to grow as a designer and take on larger-scale design challenges.
Modal & Overlay
Modal & Overlay
ITEM PARTS PICKUP
ITEM PARTS PICKUP
To encourage exploration, key item parts were scattered across stages for players to collect. I was responsible for the item pickup UI and its animation.
I design the interaction to feel satisfying, with a visual escalation that builds up to a even more rewarding moment when the final part completes the item.
To encourage exploration, key item parts were scattered across stages for players to collect. I was responsible for the item pickup UI and its animation.
I design the interaction to feel satisfying, with a visual escalation that builds up to a even more rewarding moment when the final part completes the item.

Parts Animation
Parts Animation
Completion Animation
Completion Animation
Modal & Overlay
Modal & Overlay
SIDE POPUPS
SIDE POPUPS
Players needed timely updates on sub-mission progress, collectibles, and achievements without getting interrupted during gameplay.
I unified these notifications into compact side pop-ups that communicate information clearly and briefly, while staying visually unobtrusive.
Players needed timely updates on sub-mission progress, collectibles, and achievements without getting interrupted during gameplay.
I unified these notifications into compact side pop-ups that communicate information clearly and briefly, while staying visually unobtrusive.
Side Mission & Hint System


Side Mission & Hint System


Achievement & Graffiti


Achievement & Graffiti


Modal & Overlay
Modal & Overlay
TUTORIALS
TUTORIALS
As Hi-Fi RUSH has a new rhythm-based battle system, it was essential to guide players smoothly.
I designed three types of tutorial windows—command prompts, text-only, and media-based windows. They’re responsive to content type and visually consistent with the game's style. These windows can adapt in size and appear throughout the game when new mechanics are introduced.
As Hi-Fi RUSH has a new rhythm-based battle system, it was essential to guide players smoothly.
I designed three types of tutorial windows—command prompts, text-only, and media-based windows. They’re responsive to content type and visually consistent with the game's style. These windows can adapt in size and appear throughout the game when new mechanics are introduced.

Modal & Overlay
Modal & Overlay
BATTLE CUT-IN
BATTLE CUT-IN
During the Mimosa boss battle, a rhythm-based parry event is introduced with a flashy cut-in animation.
I created this sequence to match the bold, high-energy aesthetic of the stage and to build anticipation for the player.
During the Mimosa boss battle, a rhythm-based parry event is introduced with a flashy cut-in animation.
I created this sequence to match the bold, high-energy aesthetic of the stage and to build anticipation for the player.
Modal & Overlay
Modal & Overlay
SP ATTACK CUT-IN
SP ATTACK CUT-IN
When players use the “Steal the Show” special attack, 808 (the cat!) charms enemies with dramatic poses.
I animated a playful camera aperture effect to spotlight 808’s cuteness and enhance the humor of the moment.
When players use the “Steal the Show” special attack, 808 (the cat!) charms enemies with dramatic poses.
I animated a playful camera aperture effect to spotlight 808’s cuteness and enhance the humor of the moment.
Game States
Game States
TRAINING ROOM MENU
TRAINING ROOM MENU
The training room lets players test combos, try special attacks, and learn enemy behavior.
I designed the full menu system, including navigation, combo lists, and switch toggles for controls. It was my first large-scale UI task. Looking back from now, I see opportunities to improve its stacking structure by adding tabs and collapsible sections to better organize the contents.
The training room lets players test combos, try special attacks, and learn enemy behavior.
I designed the full menu system, including navigation, combo lists, and switch toggles for controls. It was my first large-scale UI task. Looking back from now, I see opportunities to improve its stacking structure by adding tabs and collapsible sections to better organize the contents.
Game States
Game States
PAUSE MENU
PAUSE MENU
When I joined the project, the pause menu was a basic set of large, centered buttons without background. I redesigned it to display key metadata (like current stage info), added descriptions for each menu option, and aligned the visuals with the game’s UI style to improve clarity and consistency.
When I joined the project, the pause menu was a basic set of large, centered buttons without background. I redesigned it to display key metadata (like current stage info), added descriptions for each menu option, and aligned the visuals with the game’s UI style to improve clarity and consistency.
Game States
Game States
LEVEL SELECTION MENU (POST GAME)
LEVEL SELECTION MENU (POST GAME)
After the main story is cleared, players gain access to replay each stage to challenge more.
I designed the level selection menu that presents high-level stage info, with additional details available through another window. Visuals such as stage key art and highlighted high scores were used to help player recognize better and encourage them to replay more.
After the main story is cleared, players gain access to replay each stage to challenge more.
I designed the level selection menu that presents high-level stage info, with additional details available through another window. Visuals such as stage key art and highlighted high scores were used to help player recognize better and encourage them to replay more.
Game States
Game States
LOADING SCREEN
LOADING SCREEN
To make loading screens more fun, I animated musical notes floating out from 808 as if she were playfully “farting” them out. It was a small but charming detail that kept the game’s humor and rhythm alive, even during waiting time.
To make loading screens more fun, I animated musical notes floating out from 808 as if she were playfully “farting” them out. It was a small but charming detail that kept the game’s humor and rhythm alive, even during waiting time.
HUD: Info & Notifications
HUD: Info & Notifications
CHECKPOINT ICON
CHECKPOINT ICON
When the game autosaves, players see a small indicator confirming the saving point.
I designed this checkpoint icon based on Chai’s chest music player, using animated loops and color effects inspired by his teammates. The result was a rhythmic, upbeat visual that reinforced the theme of playing “in sync” with the team.
When the game autosaves, players see a small indicator confirming the saving point.
I designed this checkpoint icon based on Chai’s chest music player, using animated loops and color effects inspired by his teammates. The result was a rhythmic, upbeat visual that reinforced the theme of playing “in sync” with the team.
HUD: Info & Notifications
HUD: Info & Notifications
STUN GAUGE &
ENEMY HP BAR
STUN GAUGE &
ENEMY HP BAR
The stun gauge is an important indicator during battle that helps players identify when an enemy is vulnerable.
I designed its look and animation to clearly show build-up, add tension during battle, and celebrate the payoff when it breaks. I also added impact feedback animations when enemies take damage.
For the optional enemy HP bar, I kept the visuals minimal to avoid cluttering the screen.
The stun gauge is an important indicator during battle that helps players identify when an enemy is vulnerable.
I designed its look and animation to clearly show build-up, add tension during battle, and celebrate the payoff when it breaks. I also added impact feedback animations when enemies take damage.
For the optional enemy HP bar, I kept the visuals minimal to avoid cluttering the screen.
Title
Title
Title
Description


Title
Description


HUD: Info & Notifications
HUD: Info & Notifications
CANNON GAUGE
CANNON GAUGE
In Track 10, players defend a cannon while fighting enemies. I created a custom gauge UI to show hacking progress and cannon durability. I styled it to reflect the metal-heavy visual theme of the cannon.
Similar gauges appear in other tracks, so I adjusted the visuals contextually to give each one a distinct personality.
In Track 10, players defend a cannon while fighting enemies. I created a custom gauge UI to show hacking progress and cannon durability. I styled it to reflect the metal-heavy visual theme of the cannon.
Similar gauges appear in other tracks, so I adjusted the visuals contextually to give each one a distinct personality.
Cannon Gauge Animation
Cannon Gauge Animation
HUD: Info & Notifications
HUD: Info & Notifications
MIMOSA DANCE BATTLE GAUGE
MIMOSA DANCE BATTLE GAUGE
During the rhythm-based dance battle with Mimosa, we needed a gauge to reflect each side’s performance and progress.
I designed a dynamic bar with expressive side elements that visually represent Chai and Mimosa. As one gains the upper hand, the opposing side appears to struggle. It adds energy and narrative to the mini rhythm game.
During the rhythm-based dance battle with Mimosa, we needed a gauge to reflect each side’s performance and progress.
I designed a dynamic bar with expressive side elements that visually represent Chai and Mimosa. As one gains the upper hand, the opposing side appears to struggle. It adds energy and narrative to the mini rhythm game.


HUD: Info & Notifications
HUD: Info & Notifications
TREASURE BOX INTERACTION
TREASURE BOX INTERACTION
To open treasure boxes, players must complete a rhythm-based button mash challenge.
I animated a dramatic, looping button prompt inspired by exaggerated expressions from old-school cartoons, adding playfulness and energy to a small interaction.
To open treasure boxes, players must complete a rhythm-based button mash challenge.
I animated a dramatic, looping button prompt inspired by exaggerated expressions from old-school cartoons, adding playfulness and energy to a small interaction.
Mash Button Animation
Mash Button Animation
Marketing and Merchandise Art
Marketing and Merchandise Art
VINYL PACKAGE DESIGN
VINYL PACKAGE DESIGN
Beyond in-game UI, I also handled graphic design for the official Hi-Fi RUSH vinyl soundtrack. I was given creative freedom to design inner sleeves and record labels for four disks. Each design represented a team member, combining their facial features, colors, and signature elements to express their unique personalities.
Beyond in-game UI, I also handled graphic design for the official Hi-Fi RUSH vinyl soundtrack. I was given creative freedom to design inner sleeves and record labels for four disks. Each design represented a team member, combining their facial features, colors, and signature elements to express their unique personalities.
Product Mockup from Laced Records


Product Mockup from Laced Records






Portfolio 2025
Portfolio 2025