MaxPro Game
MaxPro was a game concept that originated from the founder of MaxPro Fitness, a company known for its physical workout device. The idea behind the game was to extend the brand’s fitness experience into a digital product, transforming workout concepts into a game format to engage users in a more interactive and motivating way.

My contribution
I joined the project while it was already in progress, taking over the initial app design and continuing its development. I worked as both UX and UI designer, designing the game interfaces and interactions. The goal was to create games and interaction flows that connected the workout device with a fun and engaging experience. I also received a full MaxPro kit from the team, which allowed me to use the device and test the games in real workout scenarios.
(ps: I remember one call where about 12 people were watching me work out while the game was running. A bit awkward, but they said I was doing fine).


Main games
Rowing canoe
This game was a rowing game where the player had to row until reaching the finish line. The core idea was to connect physical effort with in-game performance: the heavier the weight set on the physical device, the more force the player needed to apply, and the game would calculate higher speed for the canoe based on that effort.


Image of Shaquille O’Neal using the MaxPro device, from MaxPro Fitness official website.
Fit fighter
This game was a fighting game where the device was attached to a wall, and the player had to punch as if they were in a real combat scenario. Each punch was translated into in-game attacks, combining physical effort with fighting mechanics. The idea was to turn strength and speed into direct actions in the game, making the workout feel more like an actual fight and less like a traditional exercise session.


Image of a man using the MaxPro device during a workout, from MaxPro Fitness official website.
Biggest challenges
One of the biggest challenges in this project was deeply understanding how the physical workout device was used and translating that into engaging game mechanics. The device allows different weight levels to be added, and a key challenge was turning this variable into a meaningful game element, using it as part of the scoring and reward system. The team needed to be creative in connecting real exercise movements with gameplay in a way that felt natural, fun, and motivating. The game designers played a major role in this process, collaborating closely to elevate the experience and successfully relate training movements and weight levels to the mini games.