PINA COLADA NINJA Pernod Ricard Malibu Digital World 2.
Slice the right ingredients, Mix a Pina Colada Drink!
Don’t get SLIMED!

Emelie Majling UX/UI Designer
Consulting at Spree
09/08/ 2021 – 12/19/2021 Agile/Scrum, Wireframes, GUI, Game Design, User Testing,


Mission and Background Story
The pandemic was still ongoing, and Spree got the task from Ciceron Group to create a digital platform and world for Pernod Ricard and their employees as a fun way to meet up and workshop instead of a physical conference. This version is an update of Malibu Digital World 2 that Spree created in 2020 for Pernod Ricard. Read more in this case: Malibu World 1.
For the new update, Pernod Ricard wanted an extra challenge and mini game that the player could find out in the world by a 3D slot game machine.
Spree came up with the idea to use the already existing game concept Fruit Ninja, but in our concept; Pina Colada Ninja!
Blend and Mix the Perfect Malibu Pina Colada Drink
THE PROJECT – Slice the right ingredients and mix for the perfect Malibu Piña Colada drink – Malibu Original, pineapple, ice, and coconuts! If you touch the green slime, it’s GAME OVER! The ingredients fall from the sky faster and faster, and more and more slimes enter the screen. When you slice the fruits, the slices appear and positive Malibu brand lyrics pop up!
Avoid the slime for 2 minutes to succeed in mixing a Malibu Piña Colada and beat your high score.
Warning – Extremely addicting game!
For this project, we had two UX/UI designers and one Unity developer.


My Role
My role in this project was to work as the UX/UI designer but also to be responsible for concept and design.
I created wireframes and user flow for this game. Designed the GUI and graphics based on Malibu’s brand and profile and got access to Malibu’s brand library. It was also of importance that the game held the same visual look as the Malibu Digital World.
For this game, my role involved being part of a cross-disciplinary team and working based on user-centered design.
Pina Colada Ninja is created in Unity both for web and as a mobile application.
This project included a lot of user testing, making sure the game was fun and playable (not impossible). As the games grew faster and faster, it had to be at a level that made the user able to beat its high score. It should be hard and triggering, but not impossible! For this game, we invited several test groups for user testing, observing and questioning them afterward.
My role in this project was to project manage together with my other UX team member, working closely with the Unity developer so we could make many updates in Unity and the prototype while we conducted the user tests. Timing was of great importance. We also had iterative meetings with the client, who wanted to be a part of the process.
Problems
- Making this chaotic game fun and hard but ”playable” and not totally impossible.
Solutions
- A lot of user testing! Both from me and the team, but also from other testing groups.
