Game UI · Case study 02 ·
Treasure Picker · Badge · HUD · Pop-up · Prizes ·
Designed for play

The case
Case file 01
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
The task came in three parts. Each one has a single job, and each one hands the player over to the next.
01
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
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
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
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
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
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.
The kit
Every piece is its own file, so the game can move it, animate it or reuse it anywhere.
The rules
Rule 01
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
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
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
3
screens designed
5
separate UI pieces
2
complete versions in two styles
100%
vector, sharp at any size
Before you ask
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.
Yes. Airwalk designs game interfaces, app screens and UI kits, delivered as clean separate files your developers can use straight away.
Figma for apps and websites, Illustrator and Photoshop for game art and interface pieces, After Effects when the interface needs to move.
Yes. Every piece comes as its own exported file, together with the source file it was made in.
Yes. This task was delivered in two complete versions, in two different styles, to show exactly that.
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