Your name* Work email *
    Phone / WhatsApp Company / Website
    Tell us about your project*
    Asset type, style, scope, deadline, engine, references — anything that helps us prepare an estimate.
    * Required fields
    ⊙We usually reply within 1–2 business days

    Thank you!

    Your request has been sent.

    We'll review your request and get back to you within 1–2 business days.

      How did you find us?
      Optional
      This helps us improve our outreach.

      Thanks for the feedback!

      We appreciate you helping us improve.

      Safe Heist event screens from Wave Master – card and board game UI design by Nasty Rodent

      Card & Board Game UI/UX and Art Studio

      Boards that play.
      Cards that collect

      UX/UI and stylized art for digital card and board games – screen layouts, shops, event interfaces and supporting assets, backed by our work on Mafia Go and Wave Master.

      Request a Quote
      MISSION: CARD & BOARD ART Request a Quote
      Mafia Go token and board skins selection screens – board game UX/UI by Nasty Rodent

      01 · The Genre

      Cards & boards

      Card & Board Games

      Digital card and board games turn tabletop rules into screens: players roll dice, move tokens, draw cards or build decks, and compete for a score, a territory or a collection. Many mobile titles blend the two, adding upgrades, events, rewards and recurring play with friends.

      In many digital card and board games, the interface is central to the player experience. Boards, cards, tokens and controls need clear visual hierarchy, readable information and immediate feedback. Around the core loop sits a meta layer – shops, offers, collections, event calendars, reward pop-ups – and much of that content reaches the player through UI. Games with ongoing content updates may need new event screens, themed assets, rewards or card sets, depending on their content model, so the art works best as a system in which new items match the old ones.

      Art for card & board: UX/UI · stylized UI portfolio · concept art · characters

      SUBGENRE 01

      Digital Board Games

      Dice, tokens, spaces and ownership, moved onto a phone. The board is the main screen, and its clarity decides how quickly a new player understands the turn.

      Art priority: board layout and readability, tokens and skins, turn feedback, event overlays

      Example in our work: Mafia Go – a mafia twist on classic board-game mechanics

      SUBGENRE 02

      Collectible Card Games

      Players build collections or decks and use cards in competitive, cooperative or solo modes. Each card combines artwork with gameplay information, so layout clarity and visual hierarchy are essential.

      Art priority: card frames, illustration, visual indicators for rarity tiers, readable card information, collection interfaces

      Example in our work: No published collectible card game case yet

      SUBGENRE 03

      Casual Card & Party Games

      These games often emphasize approachable rules, social interaction and clear feedback. Their visual design should help players understand actions and outcomes without obscuring the underlying mechanics.

      Art priority: table and card visuals, avatars, emotes, quick-read UI

      Example in our work: No published card or party game case yet

      SUBGENRE 04

      Hybrid Board-and-Collection Games

      Board movement combined with collecting, raids, heists or battles, often wrapped in events and offers that bring players back.

      Art priority: meta screens, event and offer UI, collection art, reward moments

      Example in our work: Mafia Go · Wave Master

      Looking for casual mobile art beyond cards and boards?

      See our Casual & Puzzle game art.

      02 · The Layers

      Three Layers of a Card & Board Game

      Each layer asks a different visual question, and a project may need help with one, two or all three.

      Board layer

      What the player does

      Reads the map, moves, rolls, claims

      What the art has to do

      Make spaces, ownership and the current turn readable at a glance; give tokens and board skins a clear silhouette

      Proven in our work

      Board-game UX/UI and skin selection screens on Mafia Go

      Card layer

      What the player does

      Reads, compares and plays cards

      What the art has to do

      Keep names, costs and effects legible; make frames, rarity cues and illustration work together

      Proven in our work

      No published card case yet

      Meta layer

      What the player does

      Shops, collects, joins events, claims rewards

      What the art has to do

      Guide attention to offers and prizes without hiding the core game; keep collection and inventory screens easy to scan

      Proven in our work

      Shop, offer, event and reward screens on Mafia Go and Wave Master

      Turn feedback ties the layers together: what just happened, whose turn it is and what comes next should be clear before the player reads any text.

      03 · Platforms

      Where Card & Board Games Play

      Digital card and board games can ship on phones, tablets and PC. Screen size, input method and store requirements shape every layout.

      mobile

      Mobile

      Touch targets, one-handed play and small screens decide how much a board or a card can show. Interfaces are planned against the target device range, with layouts checked at the smallest supported screen.

      Mobile game with our UX/UI

      Wave Master

      tablet-land

      Tablet

      More room for the board, hands of cards and side panels. Layouts are checked at tablet aspect ratios so that menus do not simply stretch.

      monitor

      PC & Browser

      Mouse input and larger displays suit deck-building and collection screens. Scaling rules and hover states are specified in the UI handoff.

      Mafia Go shop screens with bundle offers – game UI design by Nasty Rodent

      04 · Engine

      UI Assets for Your Game Engine

      6Mafia Go screens
      shown in our case
      4steps from briefing
      to handoff

      We prepare UI deliverables according to the agreed engine and production requirements, including exported graphics, screen states, source files and asset organization where applicable. In-engine implementation and game logic remain with your development team unless separately included in the scope.

      05 · By Studio

      Who We Build Card & Board Art For

      The right scope depends on what your team already has. Some studios need the whole interface designed; others need extra capacity for events and new content.

      Studio What you need Typical scope How we plug in
      Independent teams with a prototype An interface that explains the rules at a glance Screen layouts, navigation, core UI kit A defined UX/UI package with handoff
      Teams with ongoing content updates New events, offers or card and token sets, depending on the content model Event screens, offer pop-ups, shop updates A long-term partner working to your art bible
      Teams in pre-production A look that tests well and sells the game Key screens, style frames, concept direction A fixed-scope pilot, then production

      06 · How We Work

      Direct, Subcontract or Part of Your Team

      01

      Direct Engagement

      You share the game concept, rules and target players, and we plan and design the interface with an art director and a project manager on our side reporting to you.

      02

      Subcontract (White-Label)

      For co-development partners and lead studios: we produce under your brand and your NDA, and the delivery goes out in your name.

      Discuss a white-label project
      03

      Team Extension

      Our designers and artists work in your pipeline under your art direction – you run the process, we add capacity.

      04

      UX First, Then Visuals

      Board and card games depend on clear flows. A project can follow four steps – briefing and UX planning, screen layouts, UI design, and review with handoff to your developers – the same sequence published in our Mafia Go case. The exact plan is agreed at the brief.

      07 · Cases

      Card & Board Experience

      Our published work in this genre is UX/UI, so this is where we are strongest today. We have no published collectible card game case yet.

      Direct board-game experience

      Mafia GO stylized game banner
      CASE 01
      01

      Mafia Go

      Board game by Whaleapp LTD with a playful mafia twist: players roll dice, expand territories, upgrade businesses and collect card sets. We designed its UX/UI – screen layouts, navigation and visual design – including shop, offer, event and skin screens.

      UX/UI · screen layouts · UI design View the Mafia Go case

      Related casual UI & art experience

      Wave Master mobile game event and shop UI by Nasty Rodent for Banner Games
      CASE 02
      02

      Wave Master

      Underwater strategy game by Banner Games with collection, battles and heists. We worked on UX/UI as a whole, including event screens, shop and offers, and delivered 2D props, 2D environments and concept art.

      UX/UI · 2D props · 2D environments · concept art View the Wave Master case
      Bubble Quest of Vikings stylized Viking characters and village art by Nasty Rodent
      CASE 03
      03

      Bubble Quest of Vikings

      Bubble-shooting puzzle by Whaleapp LTD. We produced concept art, stylized characters, 2D and 3D animation, props, environments and UX/UI, showing how one art direction can run from characters to interface.

      UX/UI · stylized characters · animation · concept art View the Bubble Quest case

      08 · The Evidence

      What Is Confirmed and What We Agree With You

      Art category Delivered on our projects Agreed with you at the brief
      UX/UI: layouts, navigation, UI design Mafia Go, Wave Master Screen list, resolutions, input, handoff format
      Shop, offer and event screens Mafia Go, Wave Master Event cadence, currencies, reward types
      Skin selection screens Mafia Go (token and board skins screen) Which skins are designed by us
      Stylized 2D props and environments Wave Master Board theme, asset list
      Characters and animation Bubble Quest of Vikings Roster, animation needs
      Card illustration and card frame systems Not demonstrated by these projects Scope agreed separately
      Rules, balance, monetization design Not an art task Owned by your design team
      Board or table asset production beyond UI Not demonstrated by these projects Scope agreed separately

      FAQ's: Card & Board Game Art

      What counts as a card or board game in digital form?

      arrow
      A digital card or board game takes tabletop rules – dice, tokens, spaces, decks, hands – and turns them into a screen experience, often with extras such as upgrades, events and collections. Many mobile titles mix both, so the genre is defined by mechanics rather than by one fixed format.

      Do you create card illustrations and card frames?

      arrow
      Not as a published case yet. Our proven work is UX/UI for Mafia Go and Wave Master, plus stylized 2D art and characters on Wave Master and Bubble Quest of Vikings. Card illustration can be scoped separately, starting with a limited test piece in your style.

      Do you design shop, offer and event screens?

      arrow
      Yes. On Mafia Go this covered screens such as shop, bundle offers, starter packs, event prizes and skin selection. We design them as flows around player actions, then deliver organized assets to your developers.

      Do you design game rules or balance?

      arrow
      No. Rules, balance and monetization design stay with your game design team. We work from your rules and turn them into clear screens, flows and visuals, so players understand each turn quickly.

      Can you work in our engine, and which platforms do you support?

      arrow
      We prepare UI deliverables to your agreed engine and production requirements, including exported graphics, screen states and organized files. Implementation stays with your developers unless included in the scope. Platform requirements, such as resolutions and input, are agreed at the brief and set against your target devices.

      How do I get an estimate for a card or board game?

      arrow
      Email sales@nastyrodent.com or use the form on this page. Send a short concept note, your screen list or prototype, and your engine and platforms. We reply with questions or a first estimate in 1–2 business days.

      Building a card
      or board game?

      Tell us about your game mechanics, key screens, card or board assets, target platforms and production scope. We review the brief and respond with questions or a preliminary estimate in 1–2 business days.

        Your name* Work email *
        Phone / WhatsApp Company / Website
        Tell us about your project*
        Asset type, style, scope, deadline, engine, references — anything that helps us prepare an estimate.
        * Required fields
        ⊙We usually reply within 1–2 business days
        • Transparent pricing
        • Honest feedback
        • No hidden costs - ever
        Military UAV drone 3D model with wing-mounted missiles