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The team delivered UX/UI design and graphic assets for Wave Master and the UI for Bubble Quest of Vikings, both casual mobile titles. The tournament, event, shop and reward-road screens and the board-game interface set are shown without their titles; ask and we will confirm what can be shared under each project's NDA.
Yes - they make up most of a casual game's interface work. The gem shop, 1+1 bundle, reward wheel event and reward road shown here are typical: clear price and reward hierarchy, one obvious call to action, and visual reward feedback that makes the purchase or claim feel worth it.
A kit. Buttons, windows, icons, fonts and states are built as a system first, then screens are assembled from it - the board-game interface set in the gallery shows a shop, offers, events, a player window and skins all drawn from one kit. That keeps new screens consistent and cheap to add.
Both. Screen flows, navigation and information hierarchy are worked out in wireframes before visual design begins, so a reward road or tournament screen is designed as a sequence of player actions rather than a static picture. For Wave Master the engagement covered UX/UI design as a whole.
Yes. Delivery is sliced assets, 9-slice-ready windows, icon sets, state variants and layout specs organized for your engine's UI system; most casual clients ship on Unity. Source files are handed over as well so your team can extend the kit later.
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