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Service 08

UI / UX Design

Full interface production: component libraries, HUD, menus, store assets and iconography. Components ship as prefabs with named states so engineering assembles new screens without new art requests, text stays in layers for localisation, and every tap target is tested at six inches.

Service 08FigmaAdobe PhotoshopAdobe Illustrator
UI / UX Design — sample production
UI / UX Design
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

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.