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UX/UI · WEB APPLICATION

HITMAKINGZ: an artist diagnosis turned into a game

Seven archetypes named after films, an eight-step plan, seven levels from Static to Supernova: how an application helps artists move from noise to signal.

HITMAKINGZ — the application’s home screen: “From noise to signal”

« Too many choices. Not enough direction. Thousands of tutorials. Zero strategy. The industry rewards volume, not vision. »

The diagnosis, on the application's “About” page

HITMAKINGZ doesn't sell visibility: it gives an artistic identity. The principle fits in one sentence — from noise to signal. We identify who the artist is, we draw a plan from it, we connect them to compatible artists. I designed the UX/UI and developed the application.

Seven archetypes, seven films

It all starts with the Scan: nine questions that reveal the artist's archetype. An archetype is a way of creating, not a musical genre. There are seven, each named after a film:

  1. WHIPLASH — the Obsessive“Discipline is your weapon. Repetition, your religion.”
  2. AKIRA — the Rebel“You don't follow the rules. You rewrite them.”
  3. KIDS — Creative Chaos“No plan. No limit. Just raw energy.”
  4. LOST IN TRANSLATION — the Sensitive“You feel what others don't even notice.”
  5. AMADEUS — the Genius“Too much talent for one body. Too many ideas for one life.”
  6. DRIVE — the Silent Strategist“You don't talk. You act. And when you strike, it lands.”
  7. MOONLIGHT — the Poet of the Shadows“Your light comes from the night. Your strength, from your vulnerability.”

The Scan produces a Signal Card: archetype, frequency, strengths, serial number. It can be shared — it is the artist's business card inside the network.

HITMAKINGZ — “Your identity revealed”HITMAKINGZ — “Confirm your archetype”

An eight-step plan, over 90 days

The Plan turns the archetype into concrete steps — what to release, at what pace, on which channels — to move from noise to signal in 90 days:

A videogame progression

Every action earns experience. Seven levels, from STATIC (0 XP) to SIGNAL (200), PULSE (500), FREQUENCY (1,000), BROADCAST (2,000), RESONANCE (4,000) and SUPERNOVA (8,000). Quests guide the first steps: complete the Scan, build your Plan, share your Signal Card, join the Network, land a first match.

The interface commits to the game all the way: a retro operating-system window (HMZ_SYSTEM.EXE), an address bar in the style of C:\HMZ\, and six spaces — Scan, Plan, Network, Stage (live), Proof, Stats.

HITMAKINGZ — the menu: Scan, Plan, Network, StageHITMAKINGZ — “A question?”: the application's assistantHITMAKINGZ — “The proof”
Screens from a session recorded inside the application.

The result

The application is live: you create an account, take the Scan, receive your archetype and your plan.