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An in-game shop for hard and soft currency, an inventory grid with resource icons, item and weapon upgrade slots, a weapon characteristics screen, character selection with HP and stamina stats, and purchase confirmation pop-ups - the core economy and progression screens of a PC survival MMORPG.
Both. The resource icons - meat, mushrooms, ammo, fabric - and the item art in the inventory shown here were produced by the same team as the layouts, so icon style, lighting and silhouette match the interface instead of being sourced separately.
Engine-ready. Mockups are a review stage; delivery is sliced assets, button and window states, icon sets and layout specifications your engineers implement in Unreal Engine or Unity. Naming and folder structure follow your project's conventions.
Yes. The information design stays; hit areas, type sizes and screen density change. Moving a PC inventory to mobile usually means fewer visible slots, larger touch targets and a different navigation model - we design for the platform the game ships on, not for a screenshot.
Yes. Screen flows, navigation structure and the order in which information appears are designed before visual styling starts. The purchase confirmation and upgrade flows shown here were built as sequences - what the player sees, taps and confirms - not as isolated screens.
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