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Game Design · iOS · Android · Case Study

BITBIRD

Type
Mobile Game — iOS & Android
Role
Game Design · UI Design
Model
Freemium
Artist
San Holo

THE CONCEPT

San Holo's music lives in a specific emotional space — dreamy, kinetic, alive. bitbird is a freemium mobile game built entirely around that space. Gameplay doesn't just use the music as a soundtrack — it reacts to it in real time, like playing inside a live DJ set. Every beat, every drop, every shift in energy changes what's happening on screen.

Concept
A game where the music is the mechanic — not background noise. Gameplay is driven by and synchronized to San Holo's sound design.
Design
Visual language pulled directly from bitbird's aesthetic: dreamy gradients, fluid motion, and a UI that feels like the music looks.
Business
Freemium model — core gameplay free, premium tracks and cosmetics unlocked. Designed to deepen the fan relationship, not extract from it.

THE GAME

Three screens covering the full experience — from home to gameplay and the music-reactive environment.

bitbird — home and track selection bitbird — gameplay and music-reactive UI bitbird — final screens and environment

WHAT IT BECAME

bitbird proved that a game can be a fan experience first and a product second. By making the music the literal engine of gameplay, the project turned listening into playing — and created something that only works because of San Holo's sound. The result: a game that feels inevitable for this artist, and forgettable for any other.

2
Platforms
BPM reactions
1
Artist universe