Gamified self-improvement concept built in Framer. 🎮
I used ASCII art to visualize "upgrading your character" in real life. Aiming for a raw, gamelike feel.
Which vibe hits harder? Dark HUD or Light Clean?
Does the self-improvement angle come across clearly? Let me know!
I’d go with the dark one. The contrast makes the content more readable and the HUD vibe reinforces the game logic behind the self-improvement idea. It feels more intentional and immersive than the light version.
The ASCII art approach is such a clever way to bridge the gap between retro tech and a modern self-improvement concept.
Personally, the Dark hits harder, it feels more like an immersive 'game mode' for your life. Great work on the Framer execution!
This is clever. Dark HUD feels punchier, Light Clean feels approachable, depends if you want intensity or accessibility. The self improvement theme comes through nicely either way.
Thanks Goran! I generated this Image in MidJourney and animated it with this prompt (in MidJourney with loop function):
A woman wearing a VR headset, strictly clockwise-only 360-degree rotation. Continuous unidirectional spin on a turntable. Full circle rotation without any...
Designed for people who want the journey to feel as good as the destination.
Created a premium travel website concept for Wanderly, combining cinematic imagery with an editorial-style digital experience.
The goal was to make the website feel less like a typical travel booking platform and more like a luxury travel magazine you can interact with.
What I focused on:
• Premium travel brand direction
• Cinematic hero experience
• Editorial typography
• Destination and experience cards
• Strong visual storytelling
• Clear booking-focused CTA
• Social proof and traveler ratings
• Responsive web layout
• Luxury hospitality-inspired UI
The design uses warm neutrals, deep shadows, soft typography, and immersive imagery to create a sense of escape before the user even starts planning the trip.
Designed with a strong Figma + Framer-style approach, focusing on visual hierarchy, interaction, and conversion.