GAME UI/UX REDESIGN · BY JOYONTO ROZARIO

PINOMINOS

A colorful mobile game interface designed around strategic gameplay, character interaction, and playful visual storytelling.

Designed by Joyonto Rozario · UI/UX Designer & Game UI Designer

RoleUI/UX Designer · Game UI Designer
PlatformMobile · iOS & Android
ToolsFigma · Photoshop
FocusGame UI · Visual Design · Interaction
PINOMINOS mobile game UI/UX project cover designed by Joyonto Rozario
DESIGN · PLAY · INTERACT
Small characters. Big battles.
01 — Project Overview

Designing a game experience that feels as playful as the gameplay.

PINOMINOS combines colorful characters, physics-based combat, strategic matching, progression, and a chaotic 3D world. The UI needed to make all of those systems understandable without losing the personality of the game.

01 / GAMEPLAY

Physics-based combat

Launch characters through a physics-driven battle system and create satisfying enemy interactions.

02 / CHARACTERS

Distinct teams

Six recognizable characters create clear team identities and make selection feel meaningful.

03 / PROGRESSION

Strategy & growth

Players collect rewards, build their army, upgrade, and continue through increasingly challenging rounds.

Designer

Joyonto Rozario

UI/UX Designer · Game UI Designer

Game UIUX DesignVisual DesignFigmaPhotoshop
6Core characters
3Team factions
7Primary flow stages
1Unified visual language
02 — The Challenge

Make a complex game feel instantly understandable.

The experience contains gameplay stats, lives, rounds, enemies, teams, characters, missions, rewards, purchases, settings, and progression. The design challenge was to organize those systems into a visual hierarchy that players could scan quickly during fast-paced gameplay.

  • Reduce cognitive load during combat.
  • Make characters and team identity immediately recognizable.
  • Create consistent interaction patterns across the game.
  • Balance playful visuals with readable information.
PINOMINOS game concept and features
03 — PINOMINOS UI/UX Design Process

From structure to interaction, one layer at a time.

The project moved from information architecture and wireframes into a complete visual system, final screens, and an interactive prototype.

01

Discover

Understand game mechanics, characters, progression and monetization.

02

Structure

Map the major screens and navigation relationships.

03

Wireframe

Define hierarchy, placement, actions and feedback.

04

Visualize

Build characters, icons, typography and color language.

05

Prototype

Connect the core flow and micro-interactions in Figma.

06

Refine

Improve clarity, consistency and presentation quality.

04 — Wireframes

Structuring the game experience before adding visual polish.

Low-fidelity wireframes established the information hierarchy for the home screen, gameplay, profile, missions, shop, upgrades, and account areas.

PINOMINOS wireframes
Digital wireframes — navigation, screen hierarchy, gameplay information and commerce structure.
“First make the experience understandable. Then make it memorable.”Design principle used throughout the project
05 — PINOMINOS UI Assets & Visual Design

Building a visual language players can recognize at a glance.

The asset system connects characters, icons, typography and color into one playful visual identity.

06 — Visual System

Bright, bold, readable, and intentionally playful.

The visual system uses high-contrast team colors, expressive character artwork, bold display typography, rounded UI components, and clear action states.

  • Blue: primary interface and navigation language.
  • Red: combat, enemy and warning states.
  • Green: positive actions and the green faction.
  • Yellow: rewards, highlights and premium emphasis.
PINOMINOS visual system
07 — Final PINOMINOS Game UI Screens

Bringing the PINOMINOS experience to life.

The final screens combine the established visual language, character system, gameplay mechanics and progression structure into a cohesive mobile game experience.

PINOMINOS final UI master screens
Final UI / Master Screens — gameplay, character selection, character introduction, results and shop.
SCREEN 01

Gameplay Interface

Score, lives, round indicator, enemy state and attack controls remain visible without overpowering the action.

SCREEN 02

Character Selection

Team cards and character choices create a clear decision point before combat.

SCREEN 03

Character Introduction

Character personality, role and team identity are introduced before the player enters the battle.

SCREEN 04

Round Results

Battle statistics, captured units, rewards and continuation actions are grouped into one results moment.

SCREEN 05

Shop & Monetization

Currency, packs, premium items and restore-purchase actions follow a consistent card-based system.

08 — Figma Interaction Prototype & Game UX

From screen to interactive experience.

The prototype connects gameplay, character selection, progression, monetization and settings into a seamless user journey.

PINOMINOS interaction prototype and user flow
Prototype flow — Home → Team → Character → Gameplay → Results → Shop → Next Round.
01

Home / Main Menu

Enter the game, review key status information, and start the journey.

02

Choose Team

Explore the factions and select the preferred team.

03

Select Character

Choose a character and understand their role before battle.

04

Gameplay / Attack

Match, aim, launch and receive visual feedback from the battle.

05

Round Results

Review performance, collect rewards and decide what happens next.

06

Shop / Upgrade

Use rewards to upgrade characters and access premium items.

07

Next Round

Continue the adventure and face the next challenge.

09 — Design Decisions

Why the interface works as one system.

01 / HIERARCHY

Gameplay first

Critical combat information stays close to the action while secondary systems remain accessible.

02 / CONSISTENCY

Reusable components

Cards, buttons, badges, colors and typography repeat across screens to reduce learning effort.

03 / FEEDBACK

Clear state changes

Warnings, rewards, selections and results use strong visual changes so actions feel responsive.

10 — Outcome

A complete game UI case study, from concept to prototype.

The project demonstrates a full UI/UX workflow for a mobile game: information architecture, wireframing, visual design, asset creation, final screens and interactive prototyping.

  • Established a cohesive game visual language.
  • Designed a connected player journey across core screens.
  • Created a reusable UI asset and component direction.
  • Translated game mechanics into clear interface patterns.
PINOMINOS prototype outcome
11 — Closing

Design. Play. Interact.

PINOMINOS was designed as a playful system where visual personality and usability work together — helping players understand the game while keeping every interaction energetic.

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