Original IP — Mobile RPG UI System
The complete interface layer for a mobile RPG: character and equipment screens, forging, refining and reforging flows, skill and talent trees, and a six-element class system. Several hundred screens and states drawn from one component library rather than screen by screen — which is why the system stays coherent as it grows.
- Client
- Astel Games — internal title
- Engine
- Unity
- Platforms
- iOS, Android
- Year
- 2025
- Duration
- In production
- Team size
- Internal team
- Disciplines
- UI / UX design, Interface art, Design systems, Front-end implementation
- Category
- Full-cycle
Artwork from our archive. High-resolution originals are available on request under NDA.
What we set out to build.
RPG interfaces carry the most state of any mobile genre: a single character screen has to express level, rarity, six equipment slots, element affinity, talents and upgrade paths without becoming unreadable on a 6-inch display. Add forging, refining and reforging — three similar-sounding systems that must still feel distinct — and the real problem is information architecture, not decoration.
- Defined the component library first — frames, slots, rarity states, currency bars, tab bars, buttons — before drawing a single screen.
- Locked six element colours as tokens shared by UI and art, so a fire character reads as fire in the icon, the frame and the VFX.
- Gave forging, refining and reforging three different layout archetypes — list, socket and wheel — so players never confuse them.
- Sized every tap target and text run against a phone-at-arm’s-length test rather than a desktop mockup.
- Shipped the library as reusable prefabs with named states, so engineering could build new screens without new art.
- A complete, internally consistent UI system covering character, equipment, forging, refining, reforging, talents and classes.
- New screens are assembled from existing components — the marginal cost of the next feature dropped sharply.
- The same component library and token set now serve client casual titles.
- Interface art, iconography and layout all produced in-house.
Have a similar production coming up?
Tell us the scope and the date. We will tell you what it takes — honestly, including what we would not promise.