
Contact
For design inquiries call, email or fill out the form below.
Process

Chart the Course
Understand goals, players, constraints, and the problem.
Collaborate with design, product, art, and engineering to understand what we are building, why it matters, and who it is for. Review design docs, identify constraints, ask useful questions, and help define the player experience before anyone starts sailing in circles.

Map the Flow
User flows, wireframes, structure, and interaction paths.
Translate feature goals into clear user flows, wireframes, screen layouts, and interaction models. Explore how players move through the experience, where decisions happen, and how to reduce friction before the interface becomes a tangled pile of seaweed.

Craft the Controls
Visual design, hierarchy, style, typography, and icons.
Create polished UI designs that support gameplay, readability, and the overall art direction. Define hierarchy, typography, iconography, color, motion, and style so every screen feels intentional, intuitive, and worthy of the captain’s hat.

Build the Rigging
Implement designs in engine, connect widgets, and test interactions.
Bring the interface into the game engine by building screens, importing assets, setting up widgets, connecting data, and testing real interactions. Work closely with engineering and design to make sure the UI not only looks seaworthy, but actually works when the waves get rough.

Test the Waters
Playtest, iterate, and polish usability and feel.
Review the interface in context, test player flows, gather feedback, and identify anything confusing, clunky, or mysteriously cursed. Iterate on layout, timing, feedback, navigation, and usability until the experience feels smooth, responsive, and easy to understand.

Launch the Ship
Final polish, handoff, optimization, and support.
Prepare the UI for release with final polish, performance checks, asset cleanup, documentation, and implementation support. Collaborate with the team through launch and beyond, making sure the finished experience leaves the harbor cleanly and does not immediately spring a leak.

Contact
For design inquiries call, email or fill out the form below.



Chart the Course
Understand goals, players, constraints, and the problem.
Collaborate with design, product, art, and engineering to understand what we are building, why it matters, and who it is for. Review design docs, identify constraints, ask useful questions, and help define the player experience before anyone starts sailing in circles.
Map the Flow
User flows, wireframes, structure, and interaction paths.
Translate feature goals into clear user flows, wireframes, screen layouts, and interaction models. Explore how players move through the experience, where decisions happen, and how to reduce friction before the interface becomes a tangled pile of seaweed.


Craft the Controls
Visual design, hierarchy, style, typography, and icons.
Create polished UI designs that support gameplay, readability, and the overall art direction. Define hierarchy, typography, iconography, color, motion, and style so every screen feels intentional, intuitive, and worthy of the captain’s hat.
Build the Rigging
Implement designs in engine, connect widgets, and test interactions.
Bring the interface into the game engine by building screens, importing assets, setting up widgets, connecting data, and testing real interactions. Work closely with engineering and design to make sure the UI not only looks seaworthy, but actually works when the waves get rough.


Test the Waters
Playtest, iterate, and polish usability and feel.
Review the interface in context, test player flows, gather feedback, and identify anything confusing, clunky, or mysteriously cursed. Iterate on layout, timing, feedback, navigation, and usability until the experience feels smooth, responsive, and easy to understand.
Launch the Ship
Final polish, handoff, optimization, and support.
Prepare the UI for release with final polish, performance checks, asset cleanup, documentation, and implementation support. Collaborate with the team through launch and beyond, making sure the finished experience leaves the harbor cleanly and does not immediately spring a leak.
