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Read in a glance.
Played for months
UI/UX, concept art, stylized characters, props, environments and animation for casual and puzzle games – backed by our work on Wave Master and Bubble Quest of Vikings.
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01 · The Genre
Casual and puzzle games favor approachable rules, clear visual feedback and play sessions that fit into a busy day, often on a phone. Match-3 and bubble shooter games center on board-based challenges, while idle, collection and social casual games lean on progression, rewards, events and recurring play with other people.
For art, clarity comes first. Pieces on a board have to be told apart at phone size in a fraction of a second. Around the board sits a meta layer – a village to rebuild, a collection to complete, an event to chase – and most of it reaches the player through UI: shops, offers, reward pop-ups and progress screens. Live titles add events and themes on a regular schedule, so the art has to work as a system that keeps growing, not as a set of one-off pieces.
Art for casual & puzzle: UI/UX design · concept art · characters · stylized props · stylized environments
SUBGENRE 01
Match-3 games ask players to swap pieces into matching lines; bubble shooters ask them to aim and clear connected groups. Both usually run on many short levels, and a story or building layer gives players a reason to return.
Art priority: distinct board pieces and boosters, clear visual feedback, a mascot cast, backgrounds for the meta world
Example (bubble shooter): Bubble Quest of Vikings – pop bubbles to help Bruni renovate his village and raise a dragon
SUBGENRE 02
Players build, collect and compete lightly with each other through raids, heists and tournaments. Much of the experience happens on screens around the core loop rather than inside it.
Art priority: event screens, shop and offer UI, currencies and reward items
Example: Wave Master – underwater empires, treasure hunting, battles and heists
SUBGENRE 03
Progress keeps running while the player is away, and each session is a short check-in to collect, upgrade and unlock. Numbers climb fast, so every new tier needs a visible change.
Art priority: upgrade tiers, icon families, hero or building variants, UI that keeps dense numbers legible
Not yet in our published cases. Transferable from our casual work: UI systems, reward and icon sets, stylized characters and props
SUBGENRE 04
Dice, tokens, cards and boards, often with a fresh theme laid over familiar rules. The board is the hero screen, and collectible card sets or skins keep the game moving.
Art priority: board and token skins, card collections, limited-event UI
Built on the same foundations as our casual UI and prop work: screen flows, offer layouts, themed asset packs
Want a stylized look for a game outside casual?
02 · Platforms
Casual and puzzle games are often designed mobile-first: for a phone held in one hand, then adapted for tablets. Some are also planned for PC, web or console, and then a UI drawn for a portrait phone screen has to work in landscape on a monitor too.
On iOS and Android: portrait play, thumb-reach zones and safe areas around notches and gesture bars. Tap targets, icon contrast and text size are set for the smallest screen you support.
On mobile
Wave Master · Bubble Quest of Vikings
More screen, same game. Layouts have to stretch or re-flow rather than simply scale up, and art is exported at resolutions that stay sharp on larger displays.
If a casual game is planned for PC or the browser, the UI may need other aspect ratios, mouse hover states and higher-resolution artwork. These are easier to add when the UI kit is modular from day one.
03 · Engine
Casual games depend on art that is light and well organized. Depending on the agreed scope, we deliver editable source files, exported UI assets, sprites, characters and props in the formats your pipeline requires; resolution, naming, asset organization and engine constraints are defined at the brief. On Wave Master, final designs were organized for handoff to the development team. Unity is part of our toolset, and for any other engine the delivery follows your pipeline.
04 · Studios
Casual teams are often compact and release fast, and art is needed on a schedule set by launches and live events. The right setup depends on whether you are still finding the look, preparing to launch or feeding a live game.
| Studio | What you need | Typical scope | How we plug in |
|---|---|---|---|
| Mobile publishers running live games | A steady flow of events, offers and seasonal themes | Event screens, shop and offer UI, reward art | Agreed batches of event and UI assets delivered to your content schedule |
| Casual studios before launch | A look that stands out and a UI that new players learn instantly | Concept art, UX flows, a first board and character set | A fixed-scope pilot, then production |
| Teams reskinning or expanding a title | New themes without breaking the established style | Theme packs, character variants, props and backgrounds | Production to your style guide and art bible |
05 · How We Work
Casual production rarely stops at launch – new events and themes follow on a calendar. Choose the setup that fits your release rhythm; it can change as the game grows.
You share the brief – a screen flow, an event theme or a character cast – and our art director and project manager take it from first sketch to final files, with regular check-ins on your side.
For publishers and co-development partners: we produce under your NDA and your brand, and the files are delivered in your name.
Ask about a white-label engagementOur artists join your pipeline and follow your art direction. You manage the process; we bring the capacity and the skill.
A live casual game needs new events, offers and themes on a regular schedule. We build each agreed batch to your existing UI kit and style, so every update looks like part of the same game.
06 · Cases
Two casual mobile titles, two clients: UI/UX and graphic assets for Banner Games, and full art production for Whaleapp LTD.
Underwater strategy game for mobile by Banner Games, where players build ocean empires, collect hidden treasures and compete in battles and heists. We developed the UX/UI design – event screens such as Tournament Rush and Safe Heist, the in-game shop and special offers – and created graphic assets including 2D props, 2D environments and concept art.
View the Wave Master case
Magical bubble-shooting puzzle by Whaleapp LTD: players help Bruni renovate his village and raise his very own dragon. We contributed to the full art production – concept art, stylized 2D and 3D characters with rigging, 2D props and environments, 2D and 3D animation, and UI/UX.
View the Bubble Quest of Vikings case
Building
a Casual or Puzzle Game?
Share your core loop, the screens you need and your live-ops plans. We reply with questions and a draft scope in 1–2 business days.