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      Bubble Quest of Vikings stylized Viking characters and village art by Nasty Rodent

      Casual & Puzzle Game Art Studio

      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.

      Request a Quote
      MISSION: CASUAL ART Request a Quote
      Genre image · Wave Master Safe Heist UI

      01 · The Genre

      2 casual mobile titles

      Casual & Puzzle
      Games

      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 & Bubble Shooter

      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

      Social Casual & Collection

      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

      Idle & Incremental

      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

      Casual Board & Card

      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?

      Browse our stylized game art portfolio

      02 · Platforms

      Where Casual Games Ship

      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.

      ios android

      Phones

      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

      tablet

      Tablets

      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.

      pc web

      PC & Web Ports

      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.

      Engine image · Wave Master shop UI

      03 · Engine

      Assets Ready for Your Engine

      2casual mobile titles
      with our art
      2clients: Banner Games
      and Whaleapp LTD
      7art disciplines on
      Bubble Quest of Vikings

      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

      Who We Make Casual Games For

      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

      Direct, Subcontract
      or Part of Your Team

      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.

      01

      Direct Engagement

      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.

      02

      Subcontract (White-Label)

      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 engagement
      03

      Team Extension

      Our artists join your pipeline and follow your art direction. You manage the process; we bring the capacity and the skill.

      04

      Live-Ops Content

      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

      Casual Games With Our Art

      Two casual mobile titles, two clients: UI/UX and graphic assets for Banner Games, and full art production for Whaleapp LTD.

      Wave Master mobile game event and shop UI by Nasty Rodent for Banner Games
      CASE 01
      01

      Wave Master

      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.

      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 02
      02

      Bubble Quest of Vikings

      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.

      concept art · 2D & 3D characters · 2D props & environments · animation · UI/UX View the Bubble Quest of Vikings case

      FAQ's: Casual & Puzzle Art

      What art does a casual or puzzle game need?

      arrow
      Usually three layers. The board: pieces, boosters and backgrounds. The meta: characters, props and environments for the world players build. And the UI that connects them: shops, offers, events and rewards. On Bubble Quest of Vikings we worked across all three; on Wave Master, mainly on UI/UX and graphic assets.

      Do you design the UX as well as the visual UI?

      arrow
      Yes. For Wave Master we handled UX/UI design: layouts and flows for event screens such as Tournament Rush and Safe Heist, then polished UI and supporting graphic assets. Final designs were organized for handoff to the development team.

      How do you keep game pieces readable on a small phone screen?

      arrow
      We assess pieces and icons at their intended on-screen size and separate them by shape, contrast and visual hierarchy rather than by color alone. Supported device sizes and any accessibility requirements, such as color-blind support, are agreed with you at the brief and checked against your target layouts.

      Can you produce new events and themes for a live game?

      arrow
      Yes. Event screens, offers and reward art are a large part of our Wave Master work. For a live title, each new event or theme is built to your existing UI kit and style guide, so it sits naturally beside the screens players already know.

      Do you create and rig characters for casual games?

      arrow
      Yes. For Bubble Quest of Vikings we created stylized 2D and 3D characters, including Bruni, the Viking captain and the wolf, with rigging and animation. Character work ran alongside concept art, environments and UI/UX, so the cast follows the shape language set in the concept stage.

      How do I get an estimate for my casual or puzzle game?

      arrow
      Email sales@nastyrodent.com or use the form on this page. Send your screen list or flow, the board pieces, characters and themes you need, plus your engine and target devices. A rough list is fine to start; expect our questions or a first estimate in 1–2 business days.

      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.

        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