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Ux / Ui Design
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Overview

Overview

"Knockout Rush" is a mobile boxing game where players climb the ranks, unlock power-ups, and take on a variety of opponents in fast-paced matches. Originally developed for the DAZN app’s FanZone, it is planned to expand into a standalone game.

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Solution

I redesigned existing elements, unified the visual style, and designed new screens. I collaborated with the artist to improve power-up icons and backgrounds, aligned with the client’s requirements, and used AI-assisted creation to meet tight deadlines.

The Challenge

Joining mid-development, I faced an inconsistent visual style, missing screens, and assets from mixed sources. My challenge was to unify the look, create essential UI components, and adapt the interface while meeting tight deadlines in an active production cycle.

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Screen Specs

The game was designed for a non-standard mobile screen size, 1152x2048. This required taking into consideration readability, background design, and thumb-zone accessibility.

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Wireframes

Due to tight deadlines, I created quick wireframes inspired by other mobile games. These helped define screen layouts and determine appropriate sizing for the non-standard screen, before moving on to detailed design.

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Map Page

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Leaderboards

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Pre Game Pop Up

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Shop Screen

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Pre Lvl Power Ups

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Skins Screen

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Save Me Pop Up

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Save Me Pop Up

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Style Guide

Typography

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Color Palette

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Final Design

Tutorial

The player starts with a tutorial match that explains the main game mechanics: tap the right area to punch and the left area to block. After that, they proceed to the actual fight.

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Progression map

This is the main screen of the game. To give a sense of progression, I collaborated with the artist to create a background that evolves every 30 levels, starting from an old, worn-out changing room and gradually transforming into a new, shiny one.

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Pre level Pop - Ups

The pop-up features a preview of the opponent and shows which power-ups are available or equipped. If a power-up’s count reaches zero, the player can quickly purchase more through a purchase pop-up.

Win/Lose Pop Ups.

These screens show the player’s results, the rewards earned, and the lives lost. From here, the player can either return to the main screen or try again.

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Don’t give up

This pop-up appears after losing a match, giving the player a chance to buy a ‘Revive’ and return to the fight with 25% HP.

Match Screen

This is the core gameplay screen, designed to feel fast-paced and energetic. The dynamic labels, ‘Ready, Set, Fight!’, ‘K.O.’, ‘You Win’, and ‘You Lose’, enhance player engagement and give a sense of momentum throughout the match. The HUD layout was designed for clarity and balance, keeping health bars, power-ups, and special attacks easily visible without interrupting the action.

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Game Mechanics UI Breakdown

A comprehensive breakdown of the UI controls and systems in Knockout Rush, designed for intuitive gameplay and quick player understanding.

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Out of lives pop up

This pop-up appears when the player runs out of lives. They can either wait for the timer to refill one life every 30 minutes or purchase a full refill to continue playing immediately.

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Power ups

As the game progresses, the player unlocks various Power-Ups. Some, like Power Punch and Dodge, are always available, while others, such as Revive, Rage, and Shield, must be purchased or earned. Each Power-Up adds strategic depth and provides additional ways to defeat tougher opponents.

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Challenges

Each day and week, the player receives a new set of challenges to complete, earning rewards upon completion.

Leaderboards

This page allows the player to check their ranking and track their progress compared to others, both daily and weekly. This feature encourages competition and motivates the player to continue climbing up.

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Shop

As the game progresses, the player receives power-ups, some are always available, while others need to be purchased.

Customization Skins Store

The player can purchase different character skins, using in game currency, with additional skins unlocking as the game progresses.

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Looking Back

Given the tight deadline, I had to focus on making sure the core mechanics worked and the player experience was clear, rather than obsessing over the final polish. It was a great lesson in prioritizing what’s truly essential for launch versus what can be refined in future updates.

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