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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

[ADD 2–3 SENTENCES: the visual language you set, and the rule that keeps it consistent across twenty screens.]

What the interface had to do

  • [ADD GOAL: e.g. make trading safe to read at a glance]
  • [ADD GOAL]
  • [ADD CONSTRAINT]

Selected screens