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  • COMMERCIAL
    • On Register
    • Fresh Start
    • COVID Courier
    • Balloon Bash
    • Ground Up
    • Fall Hazards
    • Cube Cut
    • Bagging Basics
    • All Projects
  • PERSONAL
    • Energy Shooter
    • Silksong Boss Concept
    • Elephant, City, Potato Chips
  • RESUME
  • ABOUT
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    • COMMERCIAL
      • On Register
      • Fresh Start
      • COVID Courier
      • Balloon Bash
      • Ground Up
      • Fall Hazards
      • Cube Cut
      • Bagging Basics
      • All Projects
    • PERSONAL
      • Energy Shooter
      • Silksong Boss Concept
      • Elephant, City, Potato Chips
    • RESUME
    • ABOUT

BRYON LAGANIA GAME DESIGNER

ON REGISTER

Platform: Mobile
Release: 2024
Availability: Google Play, App Store
Genre(s): Simulation
Mode(s): Single-player, Multiplayer
Team Size: 8
Engine: Unity
Role(s): Project Lead, Primary Game Designer, Content Design, System Design, UI Design, UX, Concepting, Playtesting, Writing, Sound Design, Quality Assurance

Overview
On Register is a casual simulation that puts players behind the counter at a café, practicing the workflow of a point-of-sale system.

I designed visual sequences, UI layouts, and feedback systems to guide player interactions, iterating rapidly based on playtests to ensure clarity, engagement, and usability.

The game provides a safe environment for players to develop real-world cashier skills while exploring creative approaches to multiplayer and interactive feedback. 

A Lighthearted Simulation for Practicing Real-World Job Skills
3-min read

On this page you’ll find:

  • My approach to user experience design

  • How I explore concepts visually and communicate ideas with teammates

  • Iteration informed by user feedback

  • UI design examples

Continue reading to learn more about how On Register came to be and my role in its development.


Concept & Prototype
On Register was designed to help players practice using point-of-sale (POS) systems. I began by researching POS software through publicly available references and tutorials to understand common workflows and interfaces.

After sketching initial concepts, I used Photoshop to create sequences of UI ideas illustrating player input, feedback, and overall flow. These sequences allowed rapid discussion and iteration within the team, helping us explore different interaction approaches efficiently.

One of several popular point of sale interfaces. [1]

Early Prototyping
To focus on core interactions, we prioritized key elements like product categories, options, and checkout flows. Using sketches and visual sequences, I demonstrated how players might interact with the system. These visual explorations guided conversations about clarity, simplicity, and usability.

During this phase, I also discovered and prototyped a low cost way to incorporate a multiplayer mode, a feature included in the released title.

Sketch of an early prototype. One person pretends to be a customer by ordering from a paper menu, while the other person takes their order.

Playtesting & Feedback
The prototype was playtested with a representative audience. I observed these sessions, documenting player reactions and summarizing recurring patterns. Key insights included:

  • Some interactions were confusing or unclear, such as interactions when asking for customer info. This feedback highlighted the need to simplify and clarify certain tasks within the gameplay flow.

  • Players responded positively to playing as a cashier, especially when seeing and hearing the generated customers. This revealed an opportunity to enhance the system for better clarity and realism.

  • Certain UI elements, especially those related to organizing fictional products in the POS system and providing clearer feedback on player performance, required simplification and better guidance.

These insights directly informed adjustments to the user interface, gameplay flow, and feedback systems to improve clarity, engagement, and replay value for the next iteration.


Iteration & Design Refinement
Based on playtest outcomes, I explored multiple approaches to improve clarity and engagement:

  • I refined interface layouts to highlight important information, remove extraneous or potentially distracting elements, and ensure greater consistency in placement for a more intuitive user experience.

  • I created visual mockups and concept sequences and organized them on Miro to experiment with side-by-side comparisons of feedback systems and score screens, exploring ways to better communicate player performance.

  • I tested various menu structures and narrative onboarding flows to provide better context and guidance, helping players navigate the game more easily.

1. These screenshots show the point of sale interface as it appears in the released game.

2. Bean Milk is Bean's Cinema & Cafe's signature drink. It's found in the Hot Beverage option.

3. Bean Milk has required and optional steps. Some items, like movie tickets, have less steps.

4. Navigate using the buttons at the bottom of the screen.

5. The final step, the player needs to input how many of the item the customer wants.

6. Items are added to the cart.

Audio & Immersion
To think about sound design sooner rather than later, I integrated placeholder audio concepts. To achieve this, I found free-to-use assets and placed them over gameplay footage in Premiere. This helped simulate feedback and mood early on without requiring additional efforts from programming.


Product Updates
I contributed to the design of the in-game menu and options, ensuring that choices were clear, meaningful, and fun for players. Iterative adjustments were made to simplify ordering flows while maintaining variety in options.


Release & Retrospective
On Register eventually debuted publicly. Reflecting on the project, I identified opportunities for future improvement, including:

  • Adding richer interactivity with characters, such as more nuanced customer requests and reactions.

  • Expanding gameplay beyond basic transactions. As someone with firsthand cashier experience, I understand the challenges and satisfaction of running a smooth checkout process, and I saw opportunities to deepen that aspect of the game.

  • Adding modes that build on the basic premise in interesting and challenging ways to maintain player engagement.


Key Takeaways

  • The importance of early playtesting, especially when determining the effectiveness of feedback systems.

  • The usefulness of iterative visual communication for driving team discussions.

  • The value of paper prototyping and unconventional thinking when exploring new game modes.


Next

CONTACT

blagania@gmail.com
LinkedIn 

[1] How to Get Your Stand Up and Running | Square Stand Tutorial
Commercial material used under fair use for portfolio purposes. © 2026 Bryon Lagania 

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