Service 08
UI / UX Design
We design the screen layer that players actually touch: HUD, menus, inventories, progression screens, shops and the flows between them. Work starts from a component library and a token set — colour, spacing, type, icon frame — so the hundredth screen is as legible as the first. Screens are delivered as redlines, exported assets and engine-ready prefabs, which means engineering builds new features without filing new art requests.
UI / UX Design — sample production
- Target devices
- Phone, tablet, PC and console-safe areas
- Design grid
- 8 px grid, 4 px sub-grid; 44 px minimum tap target
- Localisation
- Text kept in layers, expansion tested to 1.4× German and 0.7× Chinese
- Hand-off
- Figma library, PNG/WebP slices, SVG icons, engine prefabs
What you get
- Screen inventory, user flows and information architecture signed off before any artwork
- A component library: frames, buttons, slots, tabs, currency bars, rarity states and empty states
- HUD and in-game overlays that stay readable during actual play, not only in mockups
- Menu systems: inventory, equipment, crafting, talent trees, shops, battle pass and daily rewards
- Icon sets drawn on a shared frame, legibility-tested at 48, 72 and 180 pixels
- Store assets: app icon, screenshots, feature graphic and localised variants
- Hand-off packs: redlines, sliced atlases, named states, and Unity or Unreal prefabs
How we run it
01
Screen inventory and flow mapping
02
Design tokens and component library
03
Wireframe and interaction review
04
Visual pass and icon set
05
Playtest legibility check on device
06
Hand-off, localisation and live-ops support
Toolchain
Figma
Adobe Photoshop
Adobe Illustrator
After Effects
Spine
Unity UI
Unreal UMG
Rive
Related work
All work
Recent deliveries in this discipline.
Need this scoped for a real project?
Send the brief, the references and the milestone dates. We will come back with a schedule and named leads.