TECHNICAL GAME DESIGN
TECHNICAL GAME DESIGN

Creating production-ready UI for slot games — combining visual design, asset optimization, bitmap fonts, localization, and responsive implementation across devices.

Creating production-ready UI for slot games — combining visual design, asset optimization, bitmap fonts, localization, and responsive implementation across devices.

2024–2025 / PLAYNETIC
Overview

Across multiple slot game projects, I combined visual game design with technical production. My work included designing splash screens and game information pages, preparing and optimizing assets for web delivery, creating custom bitmap fonts, supporting localization, and collaborating closely with developers to maintain consistent visual quality across different devices and screen orientations.

Across multiple slot game projects, I combined visual game design with technical production. My work included designing splash screens and game information pages, preparing and optimizing assets for web delivery, creating custom bitmap fonts, supporting localization, and collaborating closely with developers to maintain consistent visual quality across different devices and screen orientations.

RESPONSIBILITIES

Game UI Design, Technical Design, Splash & Info Pages, Asset Preparation, TexturePacker Optimization, Bitmap Fonts, Localization, Responsive UI Support

Game UI Design, Technical Design, Splash & Info Pages, Asset Preparation, TexturePacker Optimization, Bitmap Fonts, Localization, Responsive UI Support

DESIGN PROCESS

Design System
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Splash Screens
Game 1 landscapeGame 2 landscapeGame 3 landscapeGame 4 landscapeGame 5 landscapeGame 6 landscape
Game 1 portraitGame 2 portraitGame 3 portraitGame 4 portraitGame 5 portraitGame 6 portrait
Info Pages
01
Game 01
Portrait Info Page
Game 01 information page
02
Game 02
Portrait Info Page
Game 02 information page
01
Game 01
Portrait Info Page
Game 01 information page
02
Game 02
Portrait Info Page
Game 02 information page
Animation Slicing
PSD file prepared for Spine animation
PSD FILE WITH LAYERS PANEL
01

SEPARATING ANIMATION PARTS

I separated the artwork into independent animation-ready parts, including characters, UI elements, props, highlights and visual effects.

02

REBUILDING HIDDEN OVERLAPS

I rebuilt hidden areas and overlapping joints to prevent visible gaps during rotation, scaling, mesh deformation and character movement.

03

ORGANIZING PSD FILE LAYERS

I grouped layers by function, arranged the correct visual order and applied consistent unique names for predictable Spine asset import.

04

VALIDATING PRODUCTION FILE

I checked transparency, layer bounds, rasterized effects, dimensions, color mode, and overlaps before handing final assets to animation.

Marketing Assets
TexturePacker atlas optimization workflow
01
SOURCE ASSET GROUPS
02
OPTIMIZED TEXTURE SHEETS
03
EXPORT CONFIGURATION
01

ASSET AUDIT

I reviewed source sprites, removed unnecessary duplicates, and checked dimensions, transparency, and naming before packing.

02

ATLAS PACKING

I packed related game assets into efficient texture atlases, balancing texture dimensions, available space, and visual quality.

03

SCALE VARIANTS

I exported 1.0×, 0.75×, and 0.5× versions to support different screen resolutions, devices, and performance targets.

04

OUTPUT VALIDATION

I verified sprite bounds, transparent edges, naming, texture files, and atlas data before delivering the final package to developers.

RESULT

Production-ready atlas packages that reduced unnecessary texture weight, supported responsive asset delivery, and improved game loading without visible loss of visual quality.

WEBP / PNG TEXTURES
ATLAS DATA
1.0× / 0.75× / 0.5×
Marketing Assets

Let’s design for play

Let’s design for play

Let’s design for play