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  • HUDs you read without looking

    The score, the progress and the reward sit where the eye already is, so the player never has to stop playing to read the screen.

  • Every state, designed

    Each component ships with its rest, pressed and locked states, so a new screen is assembled from parts instead of drawn from scratch.

  • The loop before the screens

    I map home, play, fail and retry first, so every screen knows what comes before it and after it. That habit comes from five years of product UX.

  • Rewards with a cap

    Shops, offers and rewarded ads each get their limit written next to them, so the ad never becomes the strategy.

  • Built for handoff

    Assets are exported as 9-slice pieces with their insets, so an engineer can stretch a button to any label without warping its rim.

  • Readable by more players

    A shape beside every colour, contrast checked at the smallest size, and icons where words would slow you down. Accessibility is part of the kit, not a later pass.