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      UI and UX Design for Games

      Nasty Rodent designs game interfaces that survive contact with a build — HUDs, menus, inventories, onboarding flows and diegetic screens. Designed for the input your players actually use, the languages you ship in, and the engine your team works in.

      10+
      Shipped Projects
      30+
      Happy clients
      10+
      Years on Market
      Service_UxUi_Icon_02-scaled.
      Casual game tournament screens with leaderboard and level progression

      Game UI as a production system,
      not a mockup

      A game interface is finished when it works on a gamepad, holds up in German and Japanese, stays readable on a Steam Deck and on a 4K television, and hands over to an engineer without a translation layer. A beautiful Figma file that fails any one of those is unfinished work.

      We design HUDs, menus, inventories, map and progression screens, onboarding and FTUE flows, store and settings interfaces — for PC, console and mobile. Every layout is built against real constraints: input method, string length, safe areas, resolution scaling and accessibility requirements.

      And because Nasty Rodent is a 3D studio with a UI team rather than a UI shop, diegetic and spatial interfaces are something we can take all the way — from the decision about which UI type fits, through the model, material and shader, into the engine.

      CASE

      Selected production case: Wave Master

      WaveMaster_Banner
      Home WAVE MASTER

      WAVE MASTER

      Nasty Rodent partnered with Banner Games to develop the game's UX/UI design and create the supporting graphic assets. On this project the interface was not one workstream among several — it was the work.

      • Client Banner Game
      • Genre Wave Master
      Explore the case

      Platforms, engines and performance budgets

      If your project targets more than one platform, the design system is built for the differences from the start. Retrofitting a mouse layout for a controller is the most common way a UI budget doubles.

      • PC and console

        Gamepad-first navigation, focus states, safe areas, overscan and certification-aware layouts. Console UI is designed from the input outward, not adapted from a mouse layout. Mouse and keyboard, ultrawide and multi-resolution scaling, dense information layouts, and the settings depth PC players expect.

      • Unreal Engine

        Characters delivered as engine content: skeletal mesh setup, material instances, LODs, physics assets and rig import verified in-engine. We work with UE5 features including Lumen where the project uses them.

      • Mobile

        Thumb reach, hit-area minimums, one-handed use, notches and cutouts, and the performance cost of overdraw in a UI-heavy screen.

      • Unity

        Prefabs, materials, avatar and LOD group configuration matched to your project structure.

      • Other services

        The studio provides full quality control - all tasks in development are controlled by internal lead artists and managers.

      • 3D Weapons

        From melee to sci-fi blasters — we craft detailed and functional weapon models with proper topology, textures, and LODs for all game types and platforms.

        3D Weapons
      • 3D Characters

        From stylized heroes to realistic NPCs, our 3D character models include clean topology, UVs, and rigs — ready for animation and real-time engines.

        3D Characters
      • 3D Environment

        We build immersive 3D environments that set the tone and mood of your game. From stylized fantasy worlds to realistic battlefields — our scenes are optimized and ready for gameplay.

        Service icon: 3D environment art of an isometric abandoned store
      • 3D Prop

        High-quality game-ready prop production with a focus on accuracy, clean topology, and efficient optimization. We create detailed hard-surface and organic props that meet technical requirements, maintain consistent style, and integrate seamlessly into any game environment.

        3D Prop
      • Concept art

        We design visual foundations with concept art and polished 2D assets. Characters, environments, and UI — everything starts with a strong visual idea.

        Service icon: dark environment concept art with figures in a misty forest
      • 3D VEHICLES

        Realistic or stylized 3D vehicles for land, air, or space. We model drivable and modular vehicles that fit perfectly into your game’s style and performance needs

        Service icon: 3D vehicle art of a photorealistic silver sports car

      What we need
      to estimate
      your project

      • 01

        Screen list or feature list

        Even rough — it defines the scope shape

      • 02

        Platforms and input methods

        Gamepad support is a design discipline, not a checkbox

      • 03

        Target languages

        Localization-ready layouts are designed differently from English-only ones

      • 04

        Engine and required output

        Mockups, exported assets, or assembled UI in UMG / UI Toolkit

      • 05

        UI types in scope

        Diegetic and spatial elements involve 3D production

      • 06

        Existing design system or art bible

        Extending rules is far faster than defining them

      • 07

        Accessibility requirements

        Certification or publisher standards you have to meet

      • 08

        Existing UI to replace or extend

        Redesign and greenfield have different risks

      • 09

        Deadline

        A fixed date changes team size, not just schedule

      Start
      gnawing

      plane1 plane2

      Hand us
      your game

      Nasty Rodent is a game art outsourcing studio that sinks its teeth into projects of any scale — from scrappy indie builds to full AAA worlds. We craft 3D characters, environments, weapons, props, concept art, and game UI/UX that power real gameplay and immersion. Ten years deep, 40+ artists strong, zero fluff. Bring us your game and get a free, no-pressure estimate tailored to your budget.

      We'll sink
      our teeth in

      How we can work together

      What You’ll Get

      • [ 1 ]

        PROJECT-BASED

        • A defined scope with a defined outcome: a UI overhaul, a screen set, an onboarding flow, a design system. You approve the scope and milestones, we deliver against them.
        Fits: a launch UI, a platform port, a redesign with a fixed deadline.
      • [ 2 ]

        ONGOING SUPPORT

        • A team that stays with the project as the game grows. UI is the part of a game that changes most after launch — every new feature needs screens, and every screen has to obey rules set months earlier.
        Fits: live games with a content cadence, long production cycles, growing rosters.
      • [ 3 ]

        OUTSTAFFING

        • Our designers work inside your pipeline, tools and management. You direct day to day; we handle employment, replacement and cover.
        Fits: teams with a product owner or UX lead who need design capacity rather than direction.

      The stack of technologies we use

      Adobe Photoshop logo icon, grayscale Ps symbol
      Unity game engine logo and typography
      Python programming language logo, grayscale
      Plasticity CAD modeling software logo
      C# (C Sharp) programming language logo
      Marmoset Toolbag software official logo with monkey head
      Autodesk 3ds Max software official logo
      Autodesk Maya official software logo icon
      Adobe Photoshop logo icon, grayscale Ps symbol
      Unity game engine logo and typography
      Python programming language logo, grayscale
      Plasticity CAD modeling software logo
      C# (C Sharp) programming language logo
      Marmoset Toolbag software official logo with monkey head
      Autodesk 3ds Max software official logo
      Autodesk Maya official software logo icon
      Adobe Photoshop logo icon, grayscale Ps symbol
      Unity game engine logo and typography
      Python programming language logo, grayscale
      Plasticity CAD modeling software logo
      C# (C Sharp) programming language logo
      Marmoset Toolbag software official logo with monkey head
      Autodesk 3ds Max software official logo
      Autodesk Maya official software logo icon
      • Your UI/UX team

        One team that carries an interface from the UX decision to the engine — so what you get is a system your team can build on, not a Figma file someone still has to rebuild.

      • Art Director

        Art Director

        Owns how the interface looks and how it belongs to the game's world: the type system, iconography, colour, and the review that keeps UI consistent with the art bible.

      • Project Manager

        Project Manager

        Holds the screen list, the milestones and the schedule, and makes sure platform, language and accessibility requirements are agreed at the brief instead of surfacing at certification.

      • Lead UX Designer

        Lead UX Designer

        Owns information architecture, flows and interaction states, including gamepad traversal.

      • UI Artist

        UI Artist

        Turns the resolved structure into the visual layer: typography, iconography, panels and states, matched to your art bible and built as reusable components.

      • 3D Artist (diegetic UI)

        3D Artist (diegetic UI)

        Produces in-world screens, displays and instruments as actual 3D assets.

      • Technical Artist

        Technical Artist

        Owns handoff and constraints: exported atlases, 9-slice panels, focus order, safe areas and the engine-ready setup your team receives.

      Reviews from our satisfied customers

      ANTON PARAMONOV Denys Kliuch
      star star star star star

      Join Customers

      star star star star star

      We've been working with Nasty Rodent since 2014 - and that says it all. On the Skies project, they delivered an entire 4 km² location with full content: props, buildings, NPCs, mobs. They took the task and just got it done. High quality, on time, no fuss. This is a studio you can trust.

      ANTON PARAMONOV

      ANTON PARAMONOV

      FOUNDER GALAXY4GAMES

      LinkedIn

      03.03.2025

      star star star star star

      Nasty Rodent supported our large-scale game art production with 15+ specialists across props, characters, environments, weapons, concept art, and vehicles. They also helped structure pipelines, managed art direction, and coordinated the art team. A well-organized, reliable production partner with strong execution and clear communication.

      Denys Kliuch

      Denys Kliuch

      Whimsy Games / CEO

      LinkedIn

      01.06.2026

      FAQ:
      Game UI and UX Design

      What is UX/UI design in game development?

      arrow

      Game UX is how a player finds, understands and acts on information. Game UI is the visual and interactive layer that carries it. In production they are inseparable: a beautiful interface a player cannot navigate on a controller has failed, and so has a clear one that belongs to another game.

      Game UI/UX work covers:

      - Information architecture and screen flow
      - Interaction design and state behaviour
      - Visual design, typography and iconography
      - Platform and input adaptation
      - Accessibility, localization and engine handoff

      What types of game interfaces do you design?

      arrow

      HUDs, main and pause menus, settings, inventories, loadouts, skill trees, maps, stores, onboarding and FTUE flows, and in-world diegetic screens. For PC, console and mobile, in realistic and stylized directions, matched to your existing art bible.

      Common requests:

      - A full UI pass for a launch build
      - A platform port — usually mouse-designed UI rebuilt for a controller
      - Onboarding and FTUE redesign to reduce first-session drop-off
      - A design system so an internal team can keep building
      - Diegetic and spatial interfaces requiring 3D production

      What is diegetic UI, and can you produce it end to end?

      arrow

      Diegetic UI exists inside the game world — a display on a suit, a screen on a wall, a gauge on a weapon. Both the player and the character can see it. Yes, we produce it end to end, because it is 3D work: geometry, materials, shaders and engine integration, not a layout file.

      Why that matters when choosing a vendor:

      - A UI studio delivers the design and stops at the 3D boundary
      - Diegetic elements need modelling, materials and lighting integration
      - Readability has to survive world lighting, distance and camera angle
      - We handle the design decision and the asset in one team

      Related: Diegetic and non-diegetic UI in games

      Do you design for gamepad and console navigation, not just mouse and touch?

      arrow

      Yes, and it is designed in from the wireframe stage rather than adapted afterwards. Controller UI needs a defined focus order, visible selection states, sensible shoulder-button tabbing and no element a player can get stranded on. Retrofitting a mouse layout is the most common way a UI budget doubles.

      What we define for gamepad:

      - Focus order and traversal path across every screen
      - Selection, hover-equivalent and pressed states
      - Shoulder-button tab structure for grouped screens
      - Safe areas and overscan for television output
      - No unreachable or orphan interactive elements

      Can you match our existing visual identity and art bible?

      arrow

      Yes — extending an established interface is our most common assignment. Send your art bible and current screens, and we reverse-engineer the rules: type scale, spacing, panel treatment, iconography logic, colour roles and state behaviour. New screens then extend the system instead of sitting beside it.

      What we ask for:

      - Your art bible or UI style guide, if one exists
      - Source files for two or three existing screens
      - Screenshots in your actual in-game presentation
      - The engine and the way UI is currently assembled

      How do you handle localization — string expansion, CJK and RTL?

      arrow

      Layouts are designed to absorb the longest language you ship in, not to fit English. German commonly runs about a third longer; CJK changes line-breaking and density; RTL languages need mirrored layouts. Deciding this at wireframe stage costs nothing — discovering it at localization costs a redesign.

      What we design against:

      - Text containers sized for the longest target language
      - Line-break and density behaviour for CJK
      - Mirrored layouts where an RTL language is in scope
      - Icon-plus-label patterns that survive translation
      - No text baked into images that would need re-export per language

      How do you handle accessibility — colour, text size and subtitles?

      arrow

      Accessibility is designed in rather than added at the end, because most of it is free at wireframe stage and expensive afterwards. Information is never carried by colour alone, text sizing is planned as a system rather than a multiplier, and subtitle presentation is treated as a designed element.

      What we check as standard:

      - No state or meaning communicated by hue alone
      - Contrast checked against the game's actual backgrounds, not white
      - Deuteranopia and protanopia simulation on critical screens
      - Text scaling that reflows layouts rather than overflowing them
      - Subtitle size, contrast, background plates and speaker attribution

      What do you hand over to your engineers — mockups or engine-ready assets?

      arrow

      Standard handover includes:

      - A design system with components and every state
      - Exported assets: atlases, 9-slice-ready panels, icon sets at required densities
      - Specifications for spacing, states, animation timing and gamepad focus order
      - 3D assets, materials and shaders for diegetic and spatial elements

      How much does game UI/UX outsourcing cost?

      arrow

      Cost is driven less by screen count than by platform, languages and required output. Forty screens for a single-platform English release and forty screens for a multi-platform, multi-language title with gamepad support and in-engine assembly are different projects. We quote per project after a brief.

      What moves the number most:

      - Platforms and input methods in scope
      - Target languages and localization requirements
      - Whether we deliver mockups, exported assets or assembled UI in engine
      - Whether diegetic or spatial elements require 3D production
      - Whether a design system exists or has to be created

      How do you ensure usability and player comfort?

      arrow

      By designing against constraints rather than validating afterwards. Focus order, hit areas, reading distance, information hierarchy under time pressure and the longest-language layout are resolved at wireframe stage. Where a project allows, we also review the interface in the game's real presentation rather than on a neutral background.

      Practical checks we run:

      - Legibility at the player's actual viewing distance, television included
      - Critical information readable within a half-second glance
      - Gamepad traversal walked end to end, screen by screen
      - Layouts reviewed in the longest target language
      - Contrast and colour checked against real in-game backgrounds

      Not sure where to start
      or worried about
      the estimate?

      No pressure — just send us your idea or a rough brief, and we'll get back with a free consultation and a flexible estimate tailored to your goals.

        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