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Game UI · Case study 02 ·

Treasure Picker · Badge · HUD · Pop-up · Prizes ·

Designed for play

Case study

Dice Dreams.

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SuperPlay was adding Treasure Picker, a limited-time treasure hunt, to its mobile game Dice Dreams. Airwalk designed the interface that sits on top of it: the badge that invites players in, the HUD that keeps score and the pop-up that pays them out.

Case file 01

Dice Dreams. Treasure Picker.

A limited-time mini-game needed its whole interface: something that invites players in, keeps them playing and pays them out. Three parts, one look, all readable on a phone at a glance.

Client

SuperPlay, the developer of Dice Dreams

Project

Treasure Picker, a limited-time treasure hunt inside Dice Dreams

Scope

Event badge, in-game HUD, grand prize banner, reward pop-up

Format

Mobile, portrait, 1080 × 1920

Tool

Adobe Illustrator, every piece drawn in vector

Delivered

Three screens, five separate pieces and a source file for every part

Versions

Two complete versions, in two different styles

The process

Three parts. One hunt.

The task came in three parts. Each one has a single job, and each one hands the player over to the next.

01

The badge

The way in. A chunky TREASURE PICKER logotype with a golden shovel, and a ribbon underneath with a live countdown. Players see at once that an event is on and that it will not last.

Result: event badge with a timer

02

The HUD

Once the hunt starts, the interface steps back. A progress bar at the top runs from a coin to the treasure chest, a pick counter sits at the bottom, and the middle of the screen stays free for playing.

Result: progress bar and pick counter

03

The prize

A banner over the scene shows what is at stake: an open chest of gold and the exact reward, 999 coins, 999 rolls and 999 stickers. A clear goal keeps people picking.

Result: grand prize banner

04

The pay-out

When the hunt ends, the pop-up celebrates first with a big AWESOME!, then shows the score and the prizes, and signs off with GREAT JOB!. It is the loudest moment of the game, on purpose.

Result: reward pop-up

05

Hand-off

Every piece was exported as its own transparent file, with the Illustrator source next to it. An all-in-one board puts every piece on one screen for review only, not as the in-game layout.

Result: files ready for the developers

On screen

Three screens. One flow.

Badge, hunt, reward: the order in which a player meets the interface. Open any screen to see every file.

01

Badge

The invitation, with the countdown running.

02

HUD

The hunt: progress at the top, picks at the bottom.

03

Pop-up

The reward: score, prizes and applause.

See all files

The kit

Five pieces. One family.

Every piece is its own file, so the game can move it, animate it or reuse it anywhere.

01

Event badge

Logotype, shovel and a countdown ribbon. The first thing a player sees.

Badge · Timer

02

Grand prize banner

The goal of the hunt at a glance: the chest of gold and the reward underneath.

Banner · Reward

03

Reward pop-up

Celebration first, numbers second: AWESOME!, score, prizes, GREAT JOB!.

Pop-up · Score

04

Progress bar

From the first coin to the treasure chest, filling up as the player finds more.

HUD · Progress

05

Pick counter

Picks used out of the total, with a star waiting at the finish.

HUD · Counter

The rules

Three rules. Every piece.

Rule 01

Readable at a glance

Thick white outlines, deep purple panels and big rounded numbers stay sharp over a busy golden scene, even on a small phone.

Seen in: every piece

Rule 02

Loud where it pays

The HUD stays slim and quiet while players hunt. The reward moments get the biggest letters and the brightest colours.

Seen in: the badge and the pop-up

Rule 03

One family

The same purple, the same gold, the same outline and the same chunky type, so five separate files read as one interface.

Seen in: the whole kit

The case in numbers

By the numbers.

3

screens designed

5

separate UI pieces

2

complete versions in two styles

100%

vector, sharp at any size

Before you ask

Good questions.

Who was this made for?

Airwalk worked with SuperPlay, the developer of the mobile game Dice Dreams, on this UI design task. The design work shown on this page is Airwalk's.

Can Airwalk design the interface of my game or app?

Yes. Airwalk designs game interfaces, app screens and UI kits, delivered as clean separate files your developers can use straight away.

Which tools do you use for UI?

Figma for apps and websites, Illustrator and Photoshop for game art and interface pieces, After Effects when the interface needs to move.

Do I get the source files?

Yes. Every piece comes as its own exported file, together with the source file it was made in.

Can you match the style of an existing game?

Yes. This task was delivered in two complete versions, in two different styles, to show exactly that.

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