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A resource mode that quietly forces team variety.

Smuggling Zones

  • Game UX/UI
  • Mobile
  • Product
Role
Game UI/UX Designer
Client
RPG gacha mobile game
Year
2024

Design

  • Figma
  • Photoshop

AI

  • Midjourney
View the full project on Behance
AI Summary

Smuggling Zones is a feature I designed for an RPG gacha mobile game, a resource mode that feeds the gacha grind. Clear a scenario and a zone unlocks: Dark Harbor, Secret Lair, Old Warehouse. Send a team in, wait out the timer, collect a chest of loot graded by rarity up to Legendary that you spend on building heroes. The hook I leaned into: rewards scale with team strength, so one maxed squad cannot farm it all, you have to build several. I designed the whole flow and the wireframes under it, in the game's gold-and-blackletter fantasy skin.

The Smuggling Zones feature, running in the game.

The product

This is an RPG gacha mobile game, the kind where you pull heroes and grind to level them. I designed one slice of it: Smuggling Zones, a mode that hands out the resources the grind runs on. Fantasy setting, gold and blackletter, played in landscape.

What the zones are for

A zone opens once you clear a scenario, and there are several. Each holds a chest of resources on a timer. The real job was not the loot, it was the pressure: rewards are tiered by team strength, so one strong squad hits a ceiling fast. To keep farming, you have to build more teams with different setups. The zone quietly pushes you to play the whole roster.

Brand

I designed inside the game's look: a gold-and-black fantasy skin, blackletter display (Tutbury) over a steadier serif (Benguiat), and a rarity palette doing real work, each tier a colour the player learns to read at a glance.

Colour tokens

Gold
#F4DA7C
Main / actions
Paper
#FFFFFF
Secondary / text
Mystic
#55E8AC
Rarity tier
Rare
#E557FC
Rarity tier
Legendary
#FAD344
Rarity tier

From wireframe to screen

Structure first. I greyboxed each screen, the zones list, the zone detail, the team select, then dressed them in the fantasy skin. Same skeleton underneath.

Wireframe: the zones list
Final: zones on timers, ready to collect
Wireframe: the zone detail
Final: what a zone drops, by rarity
Wireframe: the team select
Final: pick a squad, rewards scale with strength

Into the zone

Pick or swap a team, send them in, and the payoff is a gacha chest with the loot revealed by rarity. The loop that keeps the roster growing.

First run: build a new team
Swap members between runs
The reward, revealed by rarity
Feature, end to end

zones, team select and rewards, wireframe to UI

4 rarities

Ordinary, Mystic, Rare and Legendary

Built for variety

tiered rewards push you to run several teams

What I learned

  1. 01

    The design problem was not the loot screen, it was the incentive: tiering rewards by strength varies how people play more than any tutorial.

  2. 02

    Greyboxing every screen first kept the fantasy skin honest. The structure had to hold before the gold went on.

  3. 03

    A clear rarity-colour system keeps a busy gacha screen readable. Players sort by colour before they read a word.

Game UI/UX
Ivan Legchilov
Feature
Smuggling Zones
Year
2024
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