Game design · UI/UX · illustrationiOS · 2020

Mobile puzzle game

The sea,
assembled
one tile at a time.

We designed the complete SEA BLAST visual world: game board, interface, characters, boosters, level map, and every game state.

Open SEA BLAST
on the App Store ↗
SEA BLAST — the mobile game's underwater world

Challenge

Designing an entire game, from the first tap to victory

The game uses blast mechanics: players tap connected groups of matching cubes, collect level targets, and create boosters from large combinations. Our task was to turn a familiar mechanic into a distinctive underwater adventure.

We built the visual system, illustrated pieces and objects, defined the hierarchy of goals, scores, and moves, and prepared the states for Unity development.

06types of game pieces
04booster families
100%details drawn for the game

Game world

Underwater light. Soft shapes. Character in every detail.

SEA BLAST home screen in a smartphone mockup

The world is built on deep blues, turquoise light, and contrasting pink accents. Blocks gained faces and emotions: a functional element became a character.

Even functional details—buttons, progress, rewards, and boosters—continue the underwater world's visual character.

Web demo

You can do more than look at the design. You can play it.

Tap any group of two or more matching pieces connected along their sides. Clear target colors; groups of five or more create a row or column blast.

A compact browser reconstruction of SEA BLAST's core mechanic using the original graphics, not a port of the mobile game or a copy of its level system.

  • 20 moves
  • Color goals
  • Large groups create power-ups
Moves20
Goal
  • Blue6
  • Green10
  • Orange10
Score0

How to play Tap a group of 2+ matching pieces

Screen system

One language for the map, level, and reward

The interface keeps goals prominent and the hierarchy clear without breaking out of the game world. Illustrations provide navigation, feedback, and motivation to keep going.

SEA BLAST map, game board, and loading screens
Map · gameplay · loading
SEA BLAST characters, rewards, and game items
Rewards · characters · game objects

In motion

States become a journey

The recording connects the home screen, level selection, game explosion, and final state.

Outcome

The visual world made it to release

SEA BLAST was released on iPhone and iPad. This case study focuses on the game's design system, from illustration and UI to development-ready states.

SEA BLAST iconOpen SEA BLAST
on the App Store ↗
SEA BLAST game cover

Next project

Need a world people want to enter?

We'll build your product's visual system, from the first idea to a complete set of screens and assets for development.

Discuss your challenge
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