







We designed it as an internal eFootball concept, covering character design, AI avatar creation, and skins/customisation logic for a personalised football gaming experience. Players needed stylised characters generated from a real-person phone scan – and the concept combined fan engagement with game-like AI avatar creation in one coherent interface.
A single-screen summary of what the eFootball concept covers, from AI-generated player cards to club rosters. Injury tracking and stamina screens round out the collage.

AI Avatar Design work turns a real-person phone scan into a stylised player. Each generated face keeps individual features across kit colours and skin tones.




Club management hub bringing squad, tactics entry, and friendly matches into one screen. Tiles cover Dream Team, Game Plan, and Friends Match, next to a full player roster.





Coaching module letting a manager be swapped and bench depth reviewed before a match. Manager cards show a signing cost; the reserves list adds swap controls for each roster slot.


Tactics module setting who takes free kicks, corners, and penalties, plus the team's base formation. A 4-3-3 grid and attacking-instruction cards shape how the squad plays.





Club identity setup covering avatar form, home and away kits, and base details. A text-entry keyboard lets the user name the club and pick its league and area.



Individual player module showing attributes on a radar chart alongside dribbling, shooting, passing, and physical ratings. A training screen allocates points; a skills screen adds moves.



Squad-number module for assigning shirt numbers within eFootball Ultra. A grid shows which digits are taken; a back-of-shirt preview confirms the number before it's locked in.


Match-mode hub offering events, league play, friends matches, and quick match against another user. Themed event cards carry countdown timers, entry rewards, and named campaigns.





Matchmaking module connecting two squads before kickoff. An opponent-found confirmation leads to a side-by-side club comparison, then a full starting lineup screen before Start Match.



Pre-match customisation screen for picking a kit and a stadium. Home and away kits sit side by side, while stadium controls set time of day, season, and pitch length.


Live-play module offering more than one viewing angle during a match. A top-down pitch view supports tactical reads, while a first-person, POV-style kick view echoes the shooter-game reference behind the concept.


In-match menu giving access to resume, game plan, replay, and settings without leaving the game. A live stats panel flags an injury mid-match.



Recruitment hub inside the eFootball concept, structured around four paths: special players, packs, player tickets, and a manager list, each on its own in-game currency.

Premium-recruitment flow inside the contracts hub, split into categories such as top scorers, partner clubs, and worldwide picks. A countdown-timed roster and payment step sit before signing.





Player-browsing module covering a full recruitment pool. A pack grid and a detailed stat-row view sit alongside a standard list, plus a filter panel by club, position, and price.




Coaching-staff module listing available managers by signing cost. A detail view breaks down possession game, quick counter, and long-ball ratings, plus a squad-wide affinity bonus.


In-game store, split into three purchase paths shown as separate tiles. E-Coins buy football currency, Game Points get redeemed, and Packs sign new players.

Two currency paths inside the shop: buying coins directly, or trading points for players. Five coin tiers list paid-plus-bonus amounts; a twelve-player list assigns a point cost to each name.


Exploring AI-driven personalisation for a gaming or fan product? A concept sprint answers whether the idea works before engineering costs start.
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