✦ UX WRITING FOR MOBILE GAMES ✦

words that
hook players
& keep them
coming back.

I'm Julie — a UX writer specializing in mobile games. I write copy that feels real to your game, moves players forward, and makes them want to stay and play.

WHAT I DO

UX writing that plays
well with your game.

From the first tutorial tap to the thousandth push notification — words that keep players happy to be there.

ONBOARDING FLOWS

First sessions that teach without lecturing. Players learn by doing and stay because it felt easy from the start.

UI STRINGS & MICROCOPY

Buttons, tooltips, error states, empty states. Every line on-brand, clear, and cut to the bone.

STYLE GUIDES & VOICE

Your game's voice, documented and ready to scale. So every writer sounds like the same character.

GAME DIALOGUE & LOCALIZATION

Character voices that travel — copy written for Western players, not translated at them.

SELECTED WORK

Games I've written for.

Real projects, real problems, real solutions. Click any card to read the full case study.

01COZY · ONBOARDING

Boba Tale —
Onboarding Design

A cozy shop-management game that launched without onboarding — causing early drop-off before players could fall in love with it. I designed a structured first-session experience that teaches core mechanics, builds player confidence, and preserves the kawaii tone throughout.

Onboarding FlowTutorial MicrocopyTone FrameworkIAP ContextRetention Focus

THE CHALLENGE

  • No early guidance — players had no direction and quit before completing their first successful order, before they could fall in love with the game.
  • Unclear upgrade value — without context, players didn't understand how upgrades or IAPs supported progression, making purchase moments feel arbitrary.
  • A tone that couldn't be sacrificed — any tutorial needed to teach quickly without becoming a lecture. In a kawaii world, even the instructions have to feel like part of the fun.

MY APPROACH

  • Mapped the first-session journey from launch to first completed order, identifying exactly where confusion entered and where players were most likely to drop off.
  • Designed short, actionable prompts over long explanations — every line answers one question at a time, in context, without pulling players out of the experience.
  • Built trust through tone: warm, encouraging language aligned with the kawaii aesthetic — progress reinforced with positive feedback, not corrective instruction.
  • Implemented lightweight onboarding patterns: micro-interactions, repeatable tooltips, messages that are quick and visually unobtrusive.

PROJECTED OUTCOMES

  • Increased tutorial completion rates
  • Reduced early drop-off before first successful order
  • Players recognize upgrade value before purchase prompts appear
  • Converted frustrated first impressions into retained players

REFLECTION

With 27% of negative reviews tied directly to missing first-session guidance, this targeted the game's most documented pain point. Designing the onboarding meant asking what players needed to know, in what order, and how to say it in a voice that felt like Boba Tale — not like documentation. That balance between clarity and charm is where I find the most interesting UX writing problems.
02PUZZLE · IAP COPY

Two Dots —
IAP Messaging Redesign

A minimalist puzzle game with underperforming IAP CTAs — not because players didn't want to spend, but because the copy wasn't meeting them at the right moment with the right reason. I redesigned purchase messaging and placement to increase conversion without damaging the brand's calm identity.

IAP CopyCTA StrategyBehavior MappingBrand VoiceConversion Focus

THE CHALLENGE

  • CTAs that blended into the background — generic purchase prompts create habit blindness. Players learned to ignore them.
  • Time-limited offers that didn't feel urgent — if a player can't immediately understand what's being offered and why it matters now, the window closes.
  • A brand that couldn't go loud — Two Dots' identity is built on calm. Any monetization copy that felt pushy would damage the experience it was trying to fund.

MY APPROACH

  • Mapped high purchase-intent moments — post-failure, boost depletion, near-completion — and repositioned CTAs to appear when a player already has a reason to consider spending.
  • Rebuilt IAP copy around three questions every player silently asks: What is this? Why do I need it right now? How long do I have?
  • Proposed text-led CTAs over button-heavy layouts — purchase moments feel like a natural continuation, not a commercial break.

PROJECTED OUTCOMES

  • Higher IAP click-through rates at intent-matched moments
  • Reduced abandonment after level failure, where purchase motivation peaks
  • Improved player sentiment around fairness — copy that informs rather than pressures
  • Increased revenue per daily active user without aggressive prompting

REFLECTION

Monetization copy is where UX writing and business strategy overlap most directly. Done poorly, it erodes trust. Done well, it gives players a reason to invest in their own experience at exactly the moment they're already thinking about it. The constraint I kept returning to: if a player feels manipulated, the copy failed — regardless of whether they converted.
03MINIMALIST · HINT SYSTEM

Okay? —
Hint System Design

A minimalist puzzle game where silence was the aesthetic — but players were rage-quitting before reaching its deeper experience. I designed a light-touch hint system that reduces frustration loops while preserving player autonomy and the game's quiet identity.

Hint SystemRetention UXBehavior TriggersMinimalist CopyFlow Preservation

THE CHALLENGE

  • Frustration loops — five or more failed attempts on a single level sent players toward the exit, not the next try.
  • No safety net — with no optional guidance, players who hit a wall had nowhere to go and most didn't wait around to find one.
  • A constraint that couldn't be ignored — any hint system that felt loud or visually heavy would contradict everything the game stood for.

MY APPROACH

  • Designed around frustration thresholds — a 5-failure trigger surfaces a hint only when a player actually needs it, keeping the experience clean for players who don't.
  • Designed a low-opacity, text-only overlay — no animation, no sound, no UI clutter. Players tap to dismiss; copy disappears the moment play resumes.
  • Every word chosen to feel like a quiet nudge from the game itself, not a help menu interrupting it.

PROJECTED OUTCOMES

  • Reduced abandonment at high-difficulty early levels
  • Longer time-on-level before quit events
  • Improved retention past Level 10, where players typically reach emotional investment
  • Preserved flow and player confidence throughout

REFLECTION

UX writing in games is often treated as decoration. This project is a case for something different: writing as emotional architecture. The right words, at the right moment, can regulate frustration, rebuild confidence, and keep a player in the experience long enough to care about it. A hint that preserves immersion is more valuable than a hint that's merely correct.
04ADVENTURE · LOCALIZATION

Fireball Wizard —
Onboarding & Shop Copy

A pixel-art mobile adventure where players were getting lost before they ever felt the magic. Tutorial language that didn't travel globally and a shop nobody could navigate were breaking the early experience. I rewrote both to guide players clearly — without making it feel like guidance.

Tutorial CopyShop NavigationLocalization UXNarrative CuesTone Alignment

THE CHALLENGE

  • Tutorial language that didn't travel — literal phrasing left global players guessing at objectives right when they should be getting hooked.
  • A shop players couldn't figure out — they didn't know where to find it, what to do there, or why it mattered. Without that clarity, progression stalled early.

MY APPROACH

  • Audited tutorial and shop copy for friction points, ambiguity, and localization issues.
  • Replaced literal or culturally specific phrasing with language that reads naturally across regions — while keeping Wizardonia's whimsical tone intact.
  • Rewrote shop copy to answer three unspoken player questions: Where is this? What do I do here? Why should I care?
  • Shifted from instructional text to narrative cues — direction felt like part of the world, not a pop-up interrupting it.

PROJECTED OUTCOMES

  • Reduced early drop-off at tutorial friction points
  • Higher shop engagement and first-time upgrade rates
  • Stronger player immersion and a smoother path to the first "I get it" moment

REFLECTION

I built this project independently — no client brief, no guardrails. By treating localization and navigation as part of the world-building rather than a separate layer, the copy becomes something players experience — not something they have to work through.
05SOCIAL CASINO · STYLE GUIDE
🔒 NDA — STUDIO NAME CONFIDENTIAL

Mobile Game Studio —
Complete Brand Voice System

A major mobile studio needed a scalable writing system any writer could pick up without guessing at tone, format, or voice. I built it from scratch — a full brand voice guide, content formulas for every surface, a grammar reference, an accessibility framework, and a QA checklist.

Brand Voice GuideContent FormulasGrammar ReferenceAccessibilityQA Checklist

WHAT I BUILT

  • A complete brand voice guide with four distinct character personalities and tone-by-player-state frameworks.
  • Content formulas for every surface: tutorials, pop-ups, push notifications, game rules, monetization copy, error states, and loading screen tips.
  • A grammar and mechanics reference covering capitalization, punctuation, sentence structure, and formatting standards.
  • A full accessibility and inclusion section covering screen readers, gender-neutral language, cultural sensitivity, and mental health considerations.
  • A final pre-publish QA checklist for the writing team to verify every piece of copy before it ships.

THE RESULT

  • A scalable, team-ready writing system any writer could pick up and use immediately.
  • No more guessing at tone, format, or voice — everything documented and defended.
  • A foundation for consistent player experience across every copy touchpoint as the team grows.
06CASUAL · DIALOGUE
🔒 NDA — STUDIO NAME CONFIDENTIAL

Mobile Game Studio —
500+ Lines of Dialogue

A mobile studio needed their dialogue fully localized for Western markets — with personality, comedic timing, and emotional beats intact across 14 game areas. I rewrote 500+ lines while working cross-culturally with a team across a 12-hour time difference.

Game DialogueLocalizationCharacter VoiceCultural Sensitivity500+ Entries

WHAT I DID

  • Rewrote 500+ lines of dialogue across 14 distinct game areas — maintaining consistent character voice while adapting energy level to match each moment.
  • Developed a consistent character voice: warm, enthusiastic, gently funny, and genuinely invested in the player's experience.
  • Flagged cultural sensitivity issues in real time and proposed alternatives collaboratively with the client.
  • Added personality and comedic timing throughout — character-specific reactions, sarcastic asides, and emotional beats that made the journey feel like a story, not a checklist.
  • Maintained tone consistency across 500+ entries — excitement for reveals, warmth for cozy moments, humor for unexpected discoveries.

THE RESULT

  • A fully localized, personality-rich dialogue system ready for Western market launch.
  • Delivered collaboratively with a cross-cultural team across a 12-hour time difference.
  • Copy that reads like it was written for the market — not translated into it.
AHH

MY ORIGINAL FRAMEWORK

The AHH Method.

My onboarding philosophy — built from writing for real players. Good game copy should do three things, in this order.

A

ACCESSIBLE

No jargon walls. No assuming the player knows what they're doing yet. Copy meets them where they are — without being condescending about it.

H

HEY YOU

It speaks to a real person, not a user. Warm, direct, a little specific. The player should feel like someone actually thought about them when they wrote this.

H

HELL YA

It builds momentum. Every string leaves the player feeling capable and ready to keep going. Onboarding should be a highlight — not a hoop.

ABOUT

Hi, I'm Julie. ✦

I'm a Canadian freelance UX writer specializing in mobile games. I focus on studios who need English copy that sounds like it was born in the market — not localized into it.

I came up translating complex information into plain language as a Benefits Analyst, which means I'm really good at making hard things feel simple and stupid easy. That's basically the whole job in games.

I created the AHH onboarding framework — an original method for writing first sessions that actually stick. I care about players feeling good, not stuck.

Currently open to project-based work with indie studios and teams who take their words seriously.

A FEW THINGS ABOUT ME

Canadian writer, available for remote projects worldwide
Focused on indie studios & Asian studios targeting causal game markets
Former Benefits Analyst — I translate complex into clear for a living
Creator of the AHH onboarding framework
Responds within 48 hours — always

LET'S WORK TOGETHER

Ready to start?

Tell me about your game, what you need, and when.
I'll get back to you within 48 hours.

NEW MESSAGE
_
hello@writewithjp.com

Prefer to slide into my DMs? That works too ✦