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      Hero image · Wave Master offers UI

      Mobile Game Art Studio for iOS & Android

      Made for the
      smallest screen

      UI/UX, concept art, stylized characters, props and environments for mobile games – production work from Wave Master and Bubble Quest of Vikings.

      Request a Quote
      Mission: Mobile Game Art Request a Quote
      Wave Master 1+1 offer screens – mobile shop UI design by Nasty Rodent for Banner Games

      01 · The Platform

      2 mobile games with our art

      MobileGames

      Mobile games are built for phones and tablets running iOS and Android, played on small touch screens and distributed through app stores such as the App Store and Google Play. For art, that means assets that read at small sizes, interfaces designed around touch input, and layouts and assets prepared around the specifications of the supported devices.

      A phone screen leaves little room for detail, so shapes, contrast and hierarchy often decide whether a player understands the game at a glance. Many mobile games are also updated with new events, offers and themes after launch, which makes the art a system that keeps growing. Players use a broad spread of screen sizes and device capabilities, so what looks right on one phone may need to be checked on others.

      Art for mobile: UI/UX · concept art · characters · stylized UI examples

      CONTEXT 01

      Touch-First Interfaces

      The interface is the main way players touch a mobile game, so shops, offers, reward pop-ups and navigation have to be easy to read and tap on a small display.

      Art priority: clear hierarchy, comfortable tap targets, readable text and icons, respect for safe areas

      Example: Wave Master – UX/UI design for event screens, shop and offers

      CONTEXT 02

      Live-Ops & Event Content

      Live games refresh content on a schedule. Event screens, special offers and themed assets need to be built on an existing UI kit and style guide so each new release matches the screens players already know.

      Art priority: modular UI kits, themed asset packs, consistent visual language

      Example: Wave Master – event screens, shop and special offers

      CONTEXT 03

      Characters & Worlds at Phone Size

      Stylized characters, props and environments carry the personality of a mobile game while staying legible on a small screen and built to the agreed art and technical budgets for the target devices.

      Art priority: strong silhouettes, simple shape language, clear separation of foreground and background

      Example: Bubble Quest of Vikings – characters, props and environments

      CONTEXT 04

      Many Screens, Many Devices

      Phones, tablets and different aspect ratios mean one design has to hold up across several layouts. Supported devices and orientations are set before production starts.

      Art priority: layouts that adapt, art exported at resolutions that stay sharp, assets organized for each supported size

      Agreed at the brief: device list, orientation, safe areas, target budgets

      Looking at mobile from the genre side?

      See our casual & puzzle game art.

      02 · Platforms

      iOS, Android and Beyond the Phone

      Mobile releases are shaped by the devices a game supports, the platform's interface conventions and the store's technical and review requirements. Each store is a separate release with its own checks.

      mobile

      iOS

      Apple devices with their own screen shapes, safe areas around cutouts and the home indicator, and interface conventions that players expect. Releases go through App Store review.

      mobile

      Android

      A broad range of manufacturers, screen sizes, aspect ratios and performance levels. Navigation bars and gesture areas vary, so layouts and art budgets are best checked against the lowest device tier you support.

      tablet-land

      Tablets & Larger Screens

      More space does not mean the same layout scaled up. UI may need to re-flow, and artwork has to stay sharp at higher resolutions.

      On mobile: Wave Master · Bubble Quest of Vikings

      Bruni, the hero of Bubble Quest of Vikings, shown from four angles – stylized 3D character by Nasty Rodent

      03 · Engine

      Device Specs and Delivery Scope

      2mobile games
      with our art
      2clients: Banner Games
      and Whaleapp LTD
      2games with our
      UI/UX work

      Mobile delivery starts from a device matrix: which phones and tablets are supported, in which orientation, at which aspect ratios and with which safe areas. From it we agree the art specifications – device tiers, texture and resolution targets, atlas and export requirements, naming and file structure – and deliver editable source files, exported UI assets, sprites, characters and props to them. The engine and its constraints are defined by your pipeline. On Wave Master, final designs were organized for handoff to the development team.

      Task Who does it
      UI/UX, concept art, characters, props, environments Nasty Rodent
      Device matrix: supported devices, orientation, aspect ratios, safe areas Defined by your team, confirmed at the brief
      Art specifications: device tiers, resolutions, texture and file budgets, atlas and export formats Agreed with your team at the brief
      Handoff: organized source files, exports and layout specs Nasty Rodent
      Engine integration, device testing, performance profiling Your team, unless included in the scope
      Store submission, review and compliance Your team and the platform stores
      Store page art and device-specific optimization Not demonstrated by these cases; would need to be confirmed and scoped separately

      04 · Studios

      Who We Make Mobile Games For

      The right setup depends on where your game stands on mobile: preparing a launch, extending an interface to more devices or feeding a live game with regular content.

      Studio What you need Typical scope How we plug in
      Teams preparing a mobile launch Interface and art ready for the supported devices UI kit, key screens, characters, props, environments A dedicated team under our art director
      Teams adapting an existing UI to more device sizes Layouts that hold up on more aspect ratios, orientations and tablets Re-flowed screens, resized and re-exported assets A defined batch against your device matrix
      Mobile live-service teams Recurring UI and art batches for events, offers and seasonal themes Event screens, themed assets, UI updates built to your art bible A long-term partner or Team Extension
      Pre-production teams A slice that proves the look and the interface on a phone One key screen set, a character, a few props A fixed-scope pilot, then production

      Scoping the art for your first playable slice

      05 · How We Work

      Direct or Part of Your Team

      Mobile production runs from a device matrix to art specifications, production and handoff. Choose the model for where you are – it can change as the game does.

      01

      Direct Engagement

      You provide an agreed asset list – interface screens, characters, props or environments – and our art director and project manager coordinate the production and delivery of those assets through the approved review stages.

      02

      Team Extension

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

      03

      Device Matrix First

      Before production we agree the technical frame with your team: supported devices, orientation, aspect ratios, resolutions, texture and file budgets, and naming. Production follows those specifications, and handoff is organized to match them. Integration, device testing and store submission stay with your engineers unless the scope says otherwise.

      06 · Cases

      Mobile Games With Our Art

      Two mobile games from two clients: interface and graphic work for Banner Games, and character, world and animation work 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 by Banner Games where players build ocean empires, collect treasure and compete in battles and heists. The mobile interface was our focus: UX/UI for event screens, the shop and special offers, plus 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

      Bubble-shooting puzzle by Whaleapp LTD, where players help Bruni renovate his village and raise a dragon. Our team covered 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

      06 · The Evidence

      What is confirmed and what we agree with you

      Art category Delivered on our mobile games Agreed with you at the brief
      UI/UX Wave Master, Bubble Quest of Vikings Screens, flows, event and offer templates
      Characters Bubble Quest of Vikings 2D or 3D, rigging, variants
      Props and environments Wave Master, Bubble Quest of Vikings Style, scale, modular kits
      Animation Bubble Quest of Vikings Scope, frame budgets, formats
      Concept art Wave Master, Bubble Quest of Vikings Moodboards, key screens
      Device-specific optimization, store submission, store page art Not demonstrated by these cases Scope agreed separately

      FAQ's: Mobile Game Art

      What makes mobile game art different from PC or console?

      arrow
      Mobile art is seen on small touch screens, across many device sizes and performance levels. Interfaces are typically designed around touch input, assets follow agreed budgets for the target devices, and shapes and contrast must read at a glance. Live games also add events and offers over time.

      Do you work for both iOS and Android?

      arrow
      Art is produced for the screen sizes, orientations and safe areas you specify, and one UI kit can serve both platforms, with adjustments where the platform conventions differ. We agree the supported devices at the brief. Builds, testing and store submission stay with your team.

      How do you keep a mobile interface readable on a small screen?

      arrow
      We check screens at their intended on-screen size and separate elements by shape, contrast and hierarchy rather than color alone. Tap targets, text size, safe areas and accessibility needs are agreed with you and reviewed against your target layouts.

      Can you work to low-end device budgets?

      arrow
      We deliver to the limits you set: texture sizes, file budgets, atlas layouts and naming. Your team defines the targets for each device tier and runs profiling; we agree the limits before production starts so assets are built to them from the first pass.

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

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

      How do I get an estimate for a mobile game?

      arrow
      Email sales@nastyrodent.com or use the form on this page. Include your asset list, supported devices and engine. A spreadsheet of screens and asset names is enough to begin; we reply with questions or a first estimate in 1–2 business days.

      Building a
      Mobile Game?

      Tell us about your game, your supported devices and your content plan. We come back with questions and a draft scope in 1–2 business days.

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        ⊙We usually reply within 1–2 business days
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        • Honest feedback
        • No hidden costs - ever
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