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Visual case study

Shock

Abilities, crafting, pets and progression — a wide interface surface held together by one component set.

Shock is a progression-heavy title with an unusually broad surface: abilities and an ability index, crafting, items, mounts, pets and a pet billboard, an AFK chamber, a spinwheel and a gamepass store. Seventeen screens is the point where a component system stops being nice to have and becomes the only way to ship consistently.

Shock — heads-up display
Client
[ADD CLIENT / STUDIO]
Year
2025
Role
UI/UX Designer
Screens
17

Services

  • Screen design
  • Component system
  • Iconography

One system, seventeen screens

[ADD 2–3 SENTENCES: how the component set held up across abilities, crafting, pets and the shop.]

Selected screens