Art & Screen Design

Designing the screen system

Each screen earns its place in the player journey.

Map the flow first

Draw the route from entry to the first meaningful action, then through play, outcome and retry. Include settings, pause, help and exit only where appropriate. Identify modal interruptions and make back navigation consistent.

Define every state

For each screen specify purpose, primary action, secondary actions, content hierarchy and behavior. Add loading, empty, offline, error, disabled and success states. A polished default screenshot is not a complete screen specification.

From wireframe to finish

Use low-detail layouts to test priority and reach before applying art. Define stable game-board dimensions and readable counters. Compare narrow phones, landscape layouts and large screens; avoid putting essential feedback behind a finger or a decorative element.

Handoff package

Amelia supports website visual design; game screen implementation stays coordinated by Liam. Deliver a flow map, reusable components, state examples, assets and acceptance criteria. Dedicated game UI specialist capacity is not yet confirmed and must not be advertised as staffed.