Android application · 2024
Mastermind
A native Android interpretation of the code-breaking game, designed and developed as a semester project at Montana State University.
- Role
- Product design and development
- Year
- 2024
- Tools
- Balsamiq, Kotlin, Jetpack Compose
The seminar brief was to design, build, test and demonstrate a fully functional mobile app running on a physical Android device. I chose Mastermind and focused on making its code-breaking loop feel clear, modern and approachable.
Research and prototyping
I began by studying the rules and feedback system: one player creates a hidden sequence of coloured pegs, while the other uses positional and colour clues to refine each guess. With that interaction mapped out, I created the initial interface in Balsamiq.

Development
I first implemented the game logic with a terminal interface in Java. Separating the rules from the visual layer helped verify code generation and computer-generated clues before I moved on to the Android interface.
Using the high-fidelity sketches made in the first step, I created a first prototype already inheriting the proposed design language, a color picker, buttons and pop-up dialogues.

Final application
Several iterations added menus, local data storage, an action bar, music, sound effects, advertising and a dedicated application icon. The finished interface uses restrained typography, soft peg colours and deliberately simple controls to keep attention on the puzzle.

