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OTYKEN — 9-Page Complete UI/UX Scope 1. Gameplay HUD The main in-game HUD must include: Character portrait and permanent Character Level badge Player HP, Mana and Run XP bars Separate Run Level indicator Q/W/E/R skills, Dash and 2 passive slots Skill cooldown, mana cost and individual skill-level indicators Tree of Life HP bar with damage-warning state Gold and Rune counters Day/Night timeline, current day and remaining time Wave counter, enemies remaining and incoming-wave alerts Minimap showing 3 lanes, player, Tree, bosses, towers and objectives Buff/debuff strip with stacks and durations Quest/objective tracker Soldier and summoned-spirit status rows Boss and Elite HP indicators Death overlay with respawn countdown Notifications, tooltips and top navigation The HUD must also include critical-health feedback such as red screen-edge waves, a controlled red vignette and a low-health pulse. 2. Boon Selection — Level-Up Screen Scalable layout supporting 3–5 boon cards Five deity emblems and visual identities Common, Rare, Epic and Legendary frame variants Boon icon, title, description, values and synergy tags Reroll and Ban buttons with remaining-use counters Locked, incompatible and prerequisite states Hover, selected and confirmed states Card-selection flash Deity-specific selection feedback Level-up burst and Run Level transition animation Support for future additional gods and boon cards The boon card must be created as one reusable Figma component with rarity and state variants. 3. Build & Defense Panel Ballista Tower card Mage Tower card Cannon Tower card Magical Wall/Barrier card Tower, wall and barrier icons Cost, role, level and primary statistics Affordable, unaffordable, locked and unavailable states Build confirmation Upgrade button with level pips Current-level and next-level comparison Sell button and refund value Maximum-level and infinite-upgrade states Barrier-link indicator when two towers create a magical wall Structure HP, upgrade and destruction states The panel must support future tower and wall types without requiring a redesign. 4. Tab Management & Rune Panel Required tabs: Army Towers Player Stats Runes Quests Sacred Ground Settings The page must include: Soldier cards and alive/dead indicators Soldier capacity and upgrade levels Summoned spirit information Tower cards and tower statistics Player stat list with matching icons Rune equip and remove system Rune slots and Rune Capacity Multi-level rune upgrade rows Current and next upgrade values Upgrade costs Locked, equipped, selected and upgrade-available states New-content notification markers There will be no traditional inventory system. Rune Management replaces inventory and equipment management. 5. Boss, Elite & Target Information UI Boss HP bar with name, title and emblem Phase markers/pips Enrage state Shield, Guard, Armor or Stagger bars Support for up to 3 stacked boss bars Boss mechanic counters and countdowns Boss intro banner Phase-transition presentation Elite HP bar with element and status icons Special unique frame for Erlik Khan as the main antagonist One reusable Target Information Panel must support these variants: Creature Elite Creature Boss Soldier/Spirit Tower/Structure NPC The panel may display portrait/icon, name, level, HP, secondary bars, element, status effects, strengths, weaknesses and available interactions. 6. Main Menu, Character Selection & Map Selection Main Menu Continue New Game / Start Run Character Selection Map Selection Settings Credits Exit Character Selection Initial five-character card layout Support for future additional characters Character portrait, name, role and permanent level Character variant selector Q/W/E/R and passive skill previews Day/Night identity Locked/unlocked state Unlock cost Detailed character information panel Map Selection 3 initial maps 5 difficulty levels for each map Elite Mode Map artwork and biome identity Best survival day Completion state Rewards, modifiers and lock requirements Support for future maps and difficulties 7. Pause, Settings & Run Flow Screens Pause Menu Gameplay settings Audio settings Video and display settings Controls and key-binding screen Language settings Accessibility options UI scale and text scale Reduced flashing, screen shake and low-health effects Run Summary / Game Over Day Summary toast Wave Complete notification Day-20 Victory screen Character Unlock screen Rune Unlock or Upgrade result Return to Hub confirmation Quit Run confirmation Loading screen templates Warning, purchase and destructive confirmation dialogs 8. Sacred Ground Hub Rune Shop Rune equip/remove interface Rune upgrade screen Rune Capacity and slot management Five permanent upgrade categories Character and variant selection Permanent Character Level progress Character unlock states Permanent tower upgrades Permanent soldier upgrades Permanent boon upgrades Current Rune balance and upgrade costs Return-to-Battle portal and confirmation Newly available upgrade notifications The Sacred Ground should feel calmer and more sacred than the battlefield while maintaining the same visual identity. 9. World-Space UI, Combat Feedback & Dialogue System World-Space UI Player world-space HP and Mana bars Enemy, minion and elite HP bars Soldier, spirit and ally HP bars Tower, wall, barrier and Tree HP bars Guard, Block, Shield and Stagger bars Floating normal and critical damage numbers Elemental and damage-over-time numbers Heal, Shield, Mana, Gold and XP feedback Overhead status icons and elemental stack counters Friendly, hostile and neutral selection rings Movement marker Attack, interaction, build, locked and invalid cursors Circle, cone, line and rectangle ground telegraphs Dialogue & Portrait System Dialogue frame and speaker nameplate Dialogue text area Continue, skip and dialogue-choice states Portraits based on the actual in-game characters Waist-up or knee-up character compositions Multiple facial expressions and poses Weapon/staff and no-weapon variants Hero, NPC, boss and Erlik Khan dialogue styles Separate portrait, frame, background, glow and VFX layers Structure suitable for future portrait animation Shared Icon & Component Kit — Included Icons are included in the scope and do not count as an additional page. The shared icon set must cover: Skills and passive abilities Runes and boon effects Five deity emblems Four rarity levels Buffs and debuffs Fire, Ice/Water, Poison and Lightning Gold and Rune currencies Towers, walls and barriers Soldiers and spirits Character, boss, elite and NPC types Day, Night, Wave and Boss warnings Player statistics Quests and objectives Settings and accessibility Lock, unlock, upgrade, equip, remove, sell, reroll, ban and confirm actions Mouse cursors and interaction symbols All nine pages must be delivered as a modular Figma system using components, variants, Auto Layout, clean English layer names, separate frame/fill/mask/glow layers, 9-slice-ready panels and export-ready assets. Final production assets must not be delivered only as flattened images.
Project ID: 40658165
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Greetings from Istanbul, I'm Yilmaz. , I’ve carefully reviewed your project requirements. As a UI/UX Specialist with 21 years of experience, I don’t just “draw screens”—I create intuitive hierarchies and build visual trust. I focus not only on how it looks, but also on how your users feel and how they interact with it. No templates. Every pixel is custom-designed for your brand. I’ll provide a clickable Figma/Adobe XD prototype so you can experience the app before development begins. You can view my portfolio on my profile to see the quality of my work. Pricing is negotiable. Let’s discuss the details. Best regards, Yılmaz S.p Senior UI/UX Designeroo
$25 USD in 40 days
7.0
7.0

With over a decade of experience in Full-Stack Web, Mobile, and Blockchain Architecture, I understand the critical need for a comprehensive 10-Page UI/UX Design for OTYKEN. Your project goal of creating a seamless and immersive gaming experience aligns perfectly with my background in developing high-complexity systems tailored for over 1 million users. To ensure scalability and security for OTYKEN, I recommend implementing a modular design approach with reusable components. This will not only streamline development but also facilitate future updates and expansions. In a similar project, I successfully integrated a dynamic notification system that enhanced user engagement and overall experience. I invite you to reach out to discuss how we can bring your vision for OTYKEN to life. Let's collaborate on crafting a roadmap that not only meets but exceeds your expectations.
$20 USD in 15 days
6.6
6.6

Hi, this is a very solid and well-documented game UI/UX brief, and I can help you turn it into a clean modular Figma system that is actually usable for production. You need more than screens here—you need reusable components, variants, scalable panels, and a consistent visual language across HUD, menus, runes, dialogue, bosses, and world-space feedback. I have strong experience with complex interface systems and can keep the files organized with clean naming, Auto Layout, and export-ready assets. Happy to discuss the art direction and gameplay readability further through a call here on the platform.
$20 USD in 40 days
6.3
6.3

Hello, I have carefully reviewed the complete OTYKEN UI/UX requirements and understand the need for a scalable, game-focused Figma system covering the HUD, boon selection, towers, runes, bosses, menus, Sacred Ground, combat feedback, dialogue, and shared component library. I have 10+ years of experience in UI/UX design and Figma, including complex interfaces with reusable components, variants, Auto Layout, interaction states, and production-ready assets. I will create the system modularly so future characters, towers, maps, runes, gods, and gameplay states can be added without redesigning the core structure. I will maintain clean English layer names, organized components, separate visual layers, reusable variants, and export-ready assets rather than flattened screens. I eagerly await your positive response. Thanks
$50 USD in 1 day
5.9
5.9

Hi, This is a large UI system, so the main risk is maintaining structure as more characters, towers, runes, gods, and boss states are added. I’d keep the visual language consistent while building a modular system with reusable cards, variant states, flexible counters, and a clear hierarchy for combat readability, especially on the HUD and boss screens. My first focus would be the core Figma architecture: shared components, Auto Layout, 9-slice-ready panels, and state variants for locked/equipped/unavailable/selected/upgrade-ready. This creates a scalable base for the HUD, boon picker, rune management, build panel, and target info without needing to redesign each time a new system is introduced. Initial focus: HUD layout and combat feedback Boon card reusable component Tower/build panel variants Rune panel and tab structure Boss/target info panel system Timeline: I can begin immediately and structure the first version quickly, then refine based on your feedback.
$15 USD in 25 days
6.2
6.2

I’m experienced in Figma UI/UX for games, with a focus on scalable component systems and production ready interfaces. I’ll Design all 9 UI areas with a consistent visual language for OTYKEN, covering the gameplay HUD, boon selection, build/defense, tabs, boss information, menus, run flow, Sacred Ground, and world-space/dialogue UI. Build the complete Figma system with reusable components, Auto Layout, variants, states, rarity systems, scalable cards, panels, icons, and interaction feedback rather than delivering flattened screens. Structure the UI so future characters, gods, boons, towers, runes, maps, difficulties, bosses, and other content can be added without redesigning the core system. Prepare production ready assets with clean English layer names, separated frame/fill/mask/glow layers, 9 slice ready panels, and export ready components for implementation. Best Regard, Shawana
$20 USD in 40 days
4.7
4.7

Your brief is detailed in the right way, which makes it possible to design this as a proper system instead of disconnected screens. I can create the full Figma UI with reusable boon cards, scalable target panels, structured HUD elements, tab systems, and a shared icon/component library so future additions stay easy. I also understand the importance of readability in combat-heavy interfaces, especially for alerts, cooldowns, health states, and boss mechanics. I’d be glad to go over the visual style and priorities with you here on the platform.
$15 USD in 40 days
4.7
4.7

Greeting! As an experienced UI/UX designer, I've crafted compelling interfaces for various platforms and applications. Bringing my skills with Figma, I can assure you of a clean, intuitive, and visually stunning 10-page OTYKEN design that aligns with your gameplay flow. Transforming your needs into creative, efficient designs is what I love doing! My understanding of the required layout and elements allows me to streamline the design process, delivering an optimized user interface that ensures delightful user experiences. From the comprehensive gameplay HUD to unique reusability of components like the boon card, I’m confident in creating precisely what you desire - even supporting future additions without requiring an entire redesign. Moreover, my technical prowess expands beyond UI/UX design - I'm also skilled in other relevant technologies like frontend and backend web development. This means I not only understand how to bring your vision to life but also how to execute it efficiently and seamlessly. You can expect an open line of communication, on-time delivery, thorough testing, and post-launch support from me as well. So let’s team up to make OTYKEN an exceptional game!
$20 USD in 40 days
4.8
4.8

Respectfully, The main challenge with OTYKEN is creating a large game UI system that feels visually consistent while remaining scalable for future characters gods boons towers maps and gameplay features. A flattened design would make future updates difficult. I can create all nine pages as a modular Figma system using reusable components variants Auto Layout and clean layer structures. I’ll cover the HUD boon selection tower panels rune management boss UI menus run flow Sacred Ground world-space UI and dialogue system while keeping assets production-ready and easy to extend. Would you like the UI direction to follow an existing OTYKEN visual reference or should I establish the complete visual style from the game’s theme? I have recently developed similar game UI/UX projects and can deliver the same quality solution according to your project requirements. Portfolio: https://www.freelancer.pk/u/zainalitariq245 Thanks.
$20 USD in 40 days
4.4
4.4

Howdy, A game UI like this should feel like one cohesive system, not nine separate screens designed in isolation. I can turn the full scope into a scalable Figma component system where the HUD, target panels, boon cards, tower cards, tabs, dialogs, and status states all share a consistent visual language while remaining flexible enough to support future characters, gods, towers, maps, and abilities. I’ve reviewed the full UI scope and would keep the battlefield, Sacred Ground, menus, and dialogue systems visually connected while giving each context its own clear hierarchy and purpose. I’ll use Auto Layout, variants, clean layer naming, separate VFX and glow layers, and export ready assets so the final Figma file is genuinely usable by the development team rather than being a collection of flattened artwork. I can also show you similar game UI and component system examples in chat where relevant. Portfolio: https://www.freelancer.pk/u/Hammadhassan21 Best regards, Hammad Hassan
$20 USD in 40 days
4.9
4.9

Hello I’d love to work on the OTYKEN UI/UX system. This is exactly the kind of project where a well-structured Figma design system matters as much as the visual quality, especially with the number of reusable states, gameplay components, and future expansion requirements. I can design the complete scope as a modular, production-ready Figma system, including the HUD, boon selection, build/defense, rune and tab management, target/boss information, menus, run-flow screens, Sacred Ground hub, and world-space/dialogue UI. My approach would focus on: Reusable Figma components with variants for states, rarities, levels, and interactions Auto Layout and scalable component structures Consistent visual hierarchy across combat, menus, hub, and dialogue Clear distinction between gameplay-critical feedback and secondary information Responsive/scalable layouts suitable for different resolutions Reusable Target Information, Boon Card, Tower, Rune, Character, and notification components Complete icon/component library covering the requested gameplay systems I understand that the final deliverable must remain fully editable in Figma rather than being a collection of flattened screens. I’ll build the UI around reusable components and variants so your team can efficiently expand the system later. I’m available to start immediately and would be happy to discuss the visual direction, references, existing game assets, and preferred workflow before beginning. Best regards ADEEL
$20 USD in 40 days
4.1
4.1

Hi! We have gone through your requirment and would to take this opportunity to wok on this project. I’m a UI/UX designer with a base knowledge of front-end development. I love working on long-term projects, where the design is a significant part. I specialize in creating: mobile interfaces, websites, and platforms. My workflow is: 1) Research & Analytic; 2) Wireframing; 3) UI Design; 4) Creating an interactive prototype; 5) Providing the result to the developer. In my past projects, I was in close communication with developers, marketers, copywriters, project managers, and other designers during all work processes. My main design tool is Figma. If you want to discuss a project - feel free to contact me. Thanks Archna Sharma
$15 USD in 40 days
4.2
4.2

Hi there! I’m Shekh mohd, a seasoned UI/UX designer with mastery in Figma. Reading through your project description, it's clear the scale of detail and complexity involved in the OTYKEN interface design, and let me assure you, I'm more than up to the task. Throughout my career, I've honed my skills in creating intuitive, user-centric designs for websites and applications. Being a professional in WordPress, PHP, Laravel, Shopify and especially MERN stack (React Native & Flutter), I have hands-on experience developing tailored solutions that focus on seamless functionality and user engagement. Reply in few minutes Thanks
$15 USD in 40 days
4.0
4.0

Hi, This is the kind of complex UI system I really enjoy working on. I have strong experience designing SaaS, dashboards, mobile products, and other interface-heavy systems in Figma, with a focus on reusable components, variants, states, and scalable design systems. I understand that this project is much more than creating 9 screens - the real challenge is building a consistent modular system that can support future characters, towers, boons, runes, maps, bosses, and gameplay states without redesigning everything. I can structure the Figma file with reusable components, variants, Auto Layout, clear naming, separate visual layers, and production-ready assets so the system remains easy to expand. I’m available to start immediately and can dedicate my full attention to the project. Looking forward to discussing the project and helping build a UI system that can scale with the game.
$25 USD in 35 days
3.7
3.7

Hello There! I’m Md Toriqul Islam, an experienced UI/UX designer specializing in Figma, game HUDs, design systems, reusable components, variants, Auto Layout, and production-ready visual assets. I have rich experience creating complex game interfaces, HUDs, menus, icons, interaction states, scalable components, and organized Figma systems for development handoff. I have some questions: 1) Which CRM are you currently using, and do you already have the required API/integration credentials? 2) Do you have a preferred WordPress builder such as Elementor, Divi, or Gutenberg? 3) How many landing pages are you planning to build after the pilot page? I am skilled in Figma, Auto Layout, components, variants, icon design, UI states, and modular game interface systems. I understand you need a complete 9-page OTYKEN UI/UX system covering gameplay HUD, boon selection, defense panels, rune management, boss UI, menus, Sacred Ground, world-space feedback, dialogue, and a reusable component/icon kit. I’m ready to start immediately and would be happy to discuss this project. Looking forward to hearing from you. Best regards, Md Toriqul Islam
$15 USD in 40 days
3.9
3.9

The 9-page OTYKEN scope needs to be designed as one reusable gameplay UI system, not nine independent screens. I’d structure Figma around shared tokens, Auto Layout, scalable panels, reusable iconography, and state-driven components so future gods, characters, towers, runes, bosses, maps, and difficulties can be added without redesigning the interface. My two priorities would be user experience and maintainability. I’d create reusable components for the Boon Card, Target Information Panel, tower/build cards, rune rows, character cards, boss bars, world-space indicators, dialogs, navigation, and combat feedback, with variants for rarity, lock states, cooldowns, upgrades, selected/confirmed states, and accessibility settings. That keeps dense RPG information readable during combat while giving the development team implementation-ready consistency. The HUD would be treated separately for desktop and controller/mobile-safe scaling, including critical-health feedback, minimap hierarchy, buffs/debuffs, objective tracking, boss states, and low-health accessibility controls. A relevant example is SeaCatBoats, where I worked on an interactive, highly visual product interface with reusable React components, responsive states, performance considerations, and complex interaction design. I would deliver organized Figma files with clean English layer names, 9-slice-ready panels, separate frame/fill/mask/glow/VFX layers, export-ready assets, and no flattened-only production elements.
$20 USD in 40 days
4.1
4.1

Hello, I reviewed your project for Comprehensive 10-Page UI/UX Design for OTYKEN and I’d be glad to work on it. Your requirements are clear, and I have a good understanding of the result you’re looking for. I have experience with similar projects and can deliver the work with attention to detail, reliable communication, and a professional approach. You can also review my profile and portfolio: https://www.freelancer.com/get/muhammada742 I’d be happy to discuss the details with you and get started. Best Regards, Muhammad Abdul Samee
$25 USD in 1 day
2.7
2.7

Hi, I’m Jagjeet — with 10+ years of experience in UI/UX design and game interface design. I can design the complete OTYKEN UI/UX system in Figma with a strong, consistent visual identity and fully modular components built for scalability. What I’ll deliver: • Complete 9-page game UI/UX system in Figma • Reusable components, variants and Auto Layout system • HUD, menus, combat feedback, panels, icons and dialogue UI • Clean, production-ready layers and export-ready assets I’ll focus on creating a polished game interface that is visually cohesive, scalable for future content and ready for development handoff. Ready to start immediately. Best regards, Jagjeet Singh
$18 USD in 24 days
2.6
2.6

Hello, I reviewed your OTYKEN UI/UX scope covering the gameplay HUD, boon selection, defense panels, menus, Sacred Ground, combat feedback, and dialogue systems. I will build a modular Figma design system using Auto Layout, reusable components, variants, and production-ready layered assets. The final result will include all required screens, responsive states, shared icons, scalable components, and clean English layer organization ready for game implementation. Best Regards Sara
$40 USD in 40 days
2.8
2.8

Hi,I'm Luqman Ahmed, an experienced web developer and designer with a strong background in Figma and game design. Your project for OTYKEN's comprehensive 10-page UI/UX design really caught my attention! Having worked on a variety of demanding projects, I've gained a deep understanding of creating designs that are not only visually appealing but also highly functional. My proficiency in WordPress, Shopify, and WIX coupled with my game design background makes me the perfect fit for this task. I am familiar with incorporating various elements like character portraits, health bars, skill cooldowns, among others into a seamless user interface. The comprehensive approach you require aligns perfectly with my core strengths: requirement analysis, thoughtful design, development to testing - all while ensuring fast, secure, SEO-friendly solutions. Choosing me for this project means ensuring your users' experience is designed to exceed expectations while maintaining the necessary structure for scaling in future. Additionally, working with me guarantees on-time delivery while having access to dedicated support from start to finish. Let's collaborate to transform your vision for OTYKEN into reality! Get in touch with me so we can discuss your requirements further.
$15 USD in 40 days
2.4
2.4

Köseköy, Turkey
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₹12500-37500 INR
₹12500-37500 INR
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