OVERVIEW:

ROLE

UX/UI design, interaction design and the design system.

SCOPE

In-game controls, dialogs and info panel. Desktop, phone landscape and phone portrait. Three colour skins.

DELIVERED

A working HTML prototype, design tokens and implementation specs for development.

BEFORE is the original interface inherited from the studio. AFTER is my redesign. Both are shown on the same neutral background instead of a specific game; values are illustrative.

THE TRANSFORMATION:

BEFORE
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AFTER
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1

Opaque black controls

→1

Translucent glass controls

2

Controls scattered across both edges

→2

Main controls grouped on the lower right

3

No clear button hierarchy

→3

Clear size hierarchy and one accent colour

4

Solid bottom information bar

→4

Values placed directly on the game artwork

5

Bet adjustment hidden in a separate menu

→5

Bet steppers directly below Spin

6

Sound control inside Settings

→6

Sound toggle in the top corner

CORE DESIGN DECISIONS:

01 — LESS VISUAL
INTERFERENCE

The goal was to keep the game itself in focus. I designed subtle, translucent controls that blend into the artwork without sacrificing usability. A clear hierarchy puts Spin first as the primary action, while less frequently used features like Turbo and Autoplay remain accessible but understated. The Bonus Buy button stands apart in both colour and shape, giving this paid feature extra visibility and encouraging players to explore it.

BEFORE
AFTER

IN A LIVE GAME · GOAT OF THUNDER

The redesign as implemented in Goat of Thunder, desktop layout. The artwork stays visible through and around the controls.

DETAIL

02 — CONTROLS
GROUPED BY USE

I designed the control layout around one-handed gameplay. In landscape mode, the main actions are grouped within easy reach of the right thumb, allowing players to spin, adjust their bet and access key features without changing their grip or using a second hand. Less frequently used controls, like sound and settings, stay separate to keep the main gameplay area clean and intuitive.

BEFORE
AFTER

SOUND, ONE TAP AWAY

In the original, sound could only be changed inside Settings. I added a sound toggle to the main screen, so players can mute or unmute without opening a menu.

BEFORE

Sound toggles inside the Settings menu.

AFTER

A sound toggle on the main screen.

IN PORTRAIT

Portrait is its own layout, not a squeezed landscape. Spin is centred and largest, turbo and autoplay sit beside it, the bet adjusts with arrows next to its value, and the solid black base becomes a slim bar for balance and win.

BEFORE
DETAIL
AFTER
DETAIL

03 — MENUS THAT KEEP
YOU IN THE GAME

I wanted the menus to feel more modern and connected to the game. Instead of replacing the entire screen with black, I designed floating panels over a softly blurred background, keeping the game visible even when a menu is open. This creates a smoother, more continuous experience, without making players feel like they’ve left the game. I also brought the paytable, settings and game history together into one tabbed panel for easier navigation.

Before: AUTOPLAYThe original interface had no desktop layout · its phone landscape screen is shownAfter: AUTOPLAY

BEFORE A full-screen panel over a darkened game.

AFTER A dialog with round options in one grid and stop conditions as labelled toggles with amount fields.

Before: BUY FEATUREThe original interface had no desktop layout · its phone landscape screen is shownAfter: BUY FEATURE

BEFORE One option on a white card, with the bet in a separate column.

AFTER Every option as a card with the same structure: name, description, volatility, price and a Buy button. Names and prices are placeholders.

Before: BETThe original interface had no desktop layout · its phone landscape screen is shownAfter: BET

BEFORE Bet values in a full-screen grid.

AFTER A bet dialog opened by tapping the bet value; small changes use the steppers on the main screen.

Before: SETTINGSThe original interface had no desktop layout · its phone landscape screen is shownAfter: SETTINGS

BEFORE Music and sound toggles, with game info behind a separate button.

AFTER Paytable, settings and history as three tabs of one panel.

Before: PAYTABLEThe original interface had no desktop layout · its phone landscape screen is shownAfter: PAYTABLE

BEFORE Feature rules as text on a black screen.

AFTER The paytable template with clear section headings. Symbol tiles are placeholders filled for each game.

No equivalent screen in the original interface files.

After: HISTORY

BEFORE No equivalent screen in the original interface files.

AFTER Recent rounds with time, round ID, bet and win. Rows are sample data.

THE DESIGN SYSTEM:

ONE ACCENT,
THREE SKINS

Every control is neutral glass except Bonus, whose colour comes from design tokens. Switching the theme re-skins the interface to suit a game.

THREE LAYOUTS

Desktop, phone landscape and phone portrait each have their own arrangement of controls rather than one layout scaled up or down. The prototype covers five screen sizes.

DESKTOP

PHONE · LANDSCAPE

PHONE · PORTRAIT

THE RESULT:

Less interface,
more game.

LIGHTER

Translucent controls with a clear hierarchy, so the artwork stays in view.

GROUPED

Frequent actions gathered together, close to Spin.

SYSTEMATIC

One set of controls and dialogs, re-skinned for each game through one theme setting.