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UI / UX design

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.

Astel Games — internal title2025Unity
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
Original IP — Mobile RPG UI System — cover artwork
Original IP — Mobile RPG UI System

Artwork from our archive. High-resolution originals are available on request under NDA.

Production stills
The goal

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.

How we ran it
  • 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.
Result
  • 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.