Mobile Game
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03 Design / UI/UX

Mobile Game

Low-poly identity and title screen for a mobile game.

Client

GEM

Services

Design / UI/UX

Overview

Low-poly identity and title screen for a mobile game.

A faceted GEM mark and cosmic title screen with new game, high scores, instructions and credits.

The Challenge

GEM needed a title screen that felt like a game before anyone pressed a button. A faceted mark, a name you can read at a glance, and a menu that does not look like a settings page.

Mobile games are judged in a second. If the first screen is flat, people assume the rest is too. GEM wanted a low-poly, cosmic look that would stand out in a grid of icons and screenshots.

The menu still had to be usable. New game, high scores, instructions and credits are not decoration. They are how a player starts, competes and understands the rules. Style could not eat the information.

The identity and the screen had to be the same thought. A logo designed in isolation would have looked pasted on. A UI designed without a mark would have looked generic. GEM needed both at once.

Our Solution

We designed a low-poly triangle mark and a faceted GEM wordmark, each letter with its own colour, and sat them on a dark starfield so the title has depth before the game even loads.

The menu sits quietly underneath in a simple stacked list: new game, high scores, instructions, credits. Glow and colour do enough to feel like a game UI without turning into a control panel.

That pairing is the whole idea. The mark does the personality. The menu does the job. Players know what to tap. The screen still looks like GEM.

The result is a first impression that can live on a store page, a phone and a title sequence. Identity and interface, designed as one piece of work.

Gallery

Mobile Game – 1