Work / 004 · Prototype · Product Designer

The Daily Sentinel.

A daily trivia word game for The Sentinel. One clue a day, a one-word answer, letter-by-letter feedback, and the brand as the mechanic: eight guesses, one for each letter of SENTINEL. I designed every state and built the working prototype.

RoleProduct Designer
ScopeGame design, UI, build
PlatformFigma · Web · Mobile
StatusWorking prototype
The Daily Sentinel: masthead, today's clue, the SENTINEL guess column, and the keyboard
The game boardDark theme · Desktop

What's inside — click a card or drag

The idea

A reason to come back tomorrow.

Publications live or die on return visits. A daily puzzle is the cheapest habit loop in media: small, finishable, and over by tomorrow, which is exactly when the next one appears.

Problem

The Sentinel publishes strong stories, but stories do not create a daily appointment on their own. The site needed something readers would open every morning before they knew what the day's stories were.

Chosen

A game, treated as a brand touchpoint. Seen every day, it should feel unmistakably Yuvoice, not a generic word game with a logo on top. That framing drove every decision below, and it earned the game its own category in the site's navigation.

Feature 01 · The hook

The brand is the mechanic.

Every day, one new clue. A numbered, dated puzzle with a single word answer and letter-by-letter feedback.

Mid-game: the SENTINEL letters run down the left as the guess counter, a word is being typed into the active row
Mid-game: typing a guessThe letters S-E-N-T-I-N-E-L count the rows
Chosen

Eight guesses, spelled S-E-N-T-I-N-E-L. The brand name is the guess counter. Each row is a letter of the name, so the identity is part of play rather than a logo in the corner.

Chosen

You do not know how long the answer is. Answers run four to nine letters, and the board does not tell you which. It is the deliberate departure from Wordle's fixed five-letter grid: the clue carries the game, not the shape of the boxes.

Chosen

Trivia, not vocabulary. A category and a clue, written like a newsroom would write it. Knowing things beats knowing words, which is the right test for a publication's readers.

Feature 02 · Direction

Making it feel like Yuvoice.

The first working version looked like every other word game: green and yellow tiles, a bold sans wordmark, a plain clue box. It worked, and it belonged to nobody.

Early version: green and yellow tiles, bold sans SENTINEL wordmark, plain clue boxFinal version: serif The Sentinel masthead, purple and lavender tiles on ink, bordered clue panel
Early · FinalGeneric word game ← → Matched to the brand
Rejected

Wordle green. Borrowed feedback colors mean borrowed identity. The game owns the house purple instead, with lavender for near-misses, and the tiles now read as Yuvoice's before you read a letter.

Chosen

An editorial masthead. The serif wordmark echoes the newspaper's identity, and the clue sits in a bordered panel with a category kicker, like a column, not a pop-up.

Chosen

A calmer, grown-up voice. Understated and confident rather than loud and gamey. "No edition today" instead of a sad-face error. The product is a newspaper that happens to have a puzzle, and it talks like one.

Feature 03 · The system

Every state, every theme, every screen.

A daily game is seen on its best day and its emptiest. I designed the full set: how to play, start, mid-game, win, loss, no puzzle, light and dark, desktop and mobile.

StateStartDay oneStart of game: the clue and an empty board

The clue and an empty board. The cursor waits in the first row; the eight letters set the stakes.

StateWon on the last turnSolvedWon on the eighth guess: all rows filled, final row reveals HARPER

All eight rows used, the final row lights up. The keyboard carries the full history of what was ruled out.

StateResult overlayA win worth sharingResult overlay: Solved. You found HARPER in 8 guesses. Read more.

"Solved." in the editorial serif, the answer named, and a single next step: read today's stories. The game hands you back to the publication.

StateNo puzzle todayEmpty stateNo edition today: a calm empty state pointing to the latest stories

"No edition today." No error, no apology, a pointer to the latest stories, and a promise to come back tomorrow.

Light theme: cream keyboard and clue panel, not a naive inversionMobile layout of the board and keyboard
Light theme · MobileWarm cream, not white-on-white · Thumb-sized keys
Chosen

Light mode is designed, not inverted. The light theme uses a warm cream keyboard and clue panel so the board still has weight; a straight inversion would have left the whole thing floating on white.

Feature 04 · Proof

Play it.

This is the working prototype, not a mockup: type a guess, use the keyboard, watch the feedback. Built in React with the brand's own color tokens.

Live prototype · today's puzzle is a demo clueOpen full screen ↗

Outcomes

What exists, and what it proves.

Design the daily return, and the design system comes along for free: every state, both themes, every screen.

The short version

What I would do differently

Put it in front of players before polishing the states. The unknown-answer-length rule is the game's best idea and its biggest risk; a week of real players would tell me whether it feels clever or unfair, and that answer should shape the difficulty curve before anything else does.

Design the keyboard for thumbs first. The desktop board came first and mobile followed; for a game people will mostly play on a phone in the morning, that order should have been reversed.

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© 2026 Kenneth Valerio Designed & built by me