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.
on the App Store ↗

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.
Game world
Underwater light. Soft shapes. Character in every detail.

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
6
10
10
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.


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.
on the App Store ↗
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