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Visual case study

Pirate Piece

A full interface pass for an adventure title, from HUD and inventory through trading, clans and progression.

Pirate Piece is a large adventure title with a deep progression economy. Twenty screens covering inventory, store, trading, clans, races, traits, modifiers and milestones, all built from one component set so the team could ship updates without redrawing panels. Trading and store got dedicated framed variants so the economy stays legible under pressure.

Pirate Piece, heads-up display
Client
[ADD CLIENT / STUDIO]
Year
2026
Role
UI/UX Designer
Screens
20
Handoff
Built for direct Studio import

Services

  • Art direction
  • Screen design
  • Component system
  • Engineering handoff

Direction

Twenty screens on one framed plate, with the frame doing the sorting: trading and the store get a heavier variant because those are the screens where a mistake costs the player something. Everything else (inventory, clans, races, traits, modifiers, milestones) shares the lighter frame, so the weight of the border tells you how much attention the screen wants.

What the interface had to do

  • Keep a deep progression economy legible under pressure
  • Twenty screens from one component set, so updates do not mean redrawing panels
  • Trading and store legible enough that a mis-click is the player's fault, not the interface's

Selected screens