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Aşağıdaki şekilde tüm ihtiyaçları 9 ana UI sayfasına sığdırabiliriz. Tasarımcıya doğrudan gönderebileceğin İngilizce kapsam: OTYKEN — 9-Page Complete UI/UX Scope 1. Gameplay HUD The main in-game HUD must include: Character portrait and permanent Character Level badge Player HP, Mana and Run XP bars Separate Run Level indicator Q/W/E/R skills, Dash and 2 passive slots Skill cooldown, mana cost and individual skill-level indicators Tree of Life HP bar with damage-warning state Gold and Rune counters Day/Night timeline, current day and remaining time Wave counter, enemies remaining and incoming-wave alerts Minimap showing 3 lanes, player, Tree, bosses, towers and objectives Buff/debuff strip with stacks and durations Quest/objective tracker Soldier and summoned-spirit status rows Boss and Elite HP indicators Death overlay with respawn countdown Notifications, tooltips and top navigation The HUD must also include critical-health feedback such as red screen-edge waves, a controlled red vignette and a low-health pulse. 2. Boon Selection — Level-Up Screen Scalable layout supporting 3–5 boon cards Five deity emblems and visual identities Common, Rare, Epic and Legendary frame variants Boon icon, title, description, values and synergy tags Reroll and Ban buttons with remaining-use counters Locked, incompatible and prerequisite states Hover, selected and confirmed states Card-selection flash Deity-specific selection feedback Level-up burst and Run Level transition animation Support for future additional gods and boon cards The boon card must be created as one reusable Figma component with rarity and state variants. 3. Build & Defense Panel Ballista Tower card Mage Tower card Cannon Tower card Magical Wall/Barrier card Tower, wall and barrier icons Cost, role, level and primary statistics Affordable, unaffordable, locked and unavailable states Build confirmation Upgrade button with level pips Current-level and next-level comparison Sell button and refund value Maximum-level and infinite-upgrade states Barrier-link indicator when two towers create a magical wall Structure HP, upgrade and destruction states The panel must support future tower and wall types without requiring a redesign. 4. Tab Management & Rune Panel Required tabs: Army Towers Player Stats Runes Quests Sacred Ground Settings The page must include: Soldier cards and alive/dead indicators Soldier capacity and upgrade levels Summoned spirit information Tower cards and tower statistics Player stat list with matching icons Rune equip and remove system Rune slots and Rune Capacity Multi-level rune upgrade rows Current and next upgrade values Upgrade costs Locked, equipped, selected and upgrade-available states New-content notification markers There will be no traditional inventory system. Rune Management replaces inventory and equipment management. 5. Boss, Elite & Target Information UI Boss HP bar with name, title and emblem Phase markers/pips Enrage state Shield, Guard, Armor or Stagger bars Support for up to 3 stacked boss bars Boss mechanic counters and countdowns Boss intro banner Phase-transition presentation Elite HP bar with element and status icons Special unique frame for Erlik Khan as the main antagonist One reusable Target Information Panel must support these variants: Creature Elite Creature Boss Soldier/Spirit Tower/Structure NPC The panel may display portrait/icon, name, level, HP, secondary bars, element, status effects, strengths, weaknesses and available interactions. 6. Main Menu, Character Selection & Map Selection Main Menu Continue New Game / Start Run Character Selection Map Selection Settings Credits Exit Character Selection Initial five-character card layout Support for future additional characters Character portrait, name, role and permanent level Character variant selector Q/W/E/R and passive skill previews Day/Night identity Locked/unlocked state Unlock cost Detailed character information panel Map Selection 3 initial maps 5 difficulty levels for each map Elite Mode Map artwork and biome identity Best survival day Completion state Rewards, modifiers and lock requirements Support for future maps and difficulties 7. Pause, Settings & Run Flow Screens Pause Menu Gameplay settings Audio settings Video and display settings Controls and key-binding screen Language settings Accessibility options UI scale and text scale Reduced flashing, screen shake and low-health effects Run Summary / Game Over Day Summary toast Wave Complete notification Day-20 Victory screen Character Unlock screen Rune Unlock or Upgrade result Return to Hub confirmation Quit Run confirmation Loading screen templates Warning, purchase and destructive confirmation dialogs 8. Sacred Ground Hub Rune Shop Rune equip/remove interface Rune upgrade screen Rune Capacity and slot management Five permanent upgrade categories Character and variant selection Permanent Character Level progress Character unlock states Permanent tower upgrades Permanent soldier upgrades Permanent boon upgrades Current Rune balance and upgrade costs Return-to-Battle portal and confirmation Newly available upgrade notifications The Sacred Ground should feel calmer and more sacred than the battlefield while maintaining the same visual identity. 9. World-Space UI, Combat Feedback & Dialogue System World-Space UI Player world-space HP and Mana bars Enemy, minion and elite HP bars Soldier, spirit and ally HP bars Tower, wall, barrier and Tree HP bars Guard, Block, Shield and Stagger bars Floating normal and critical damage numbers Elemental and damage-over-time numbers Heal, Shield, Mana, Gold and XP feedback Overhead status icons and elemental stack counters Friendly, hostile and neutral selection rings Movement marker Attack, interaction, build, locked and invalid cursors Circle, cone, line and rectangle ground telegraphs Dialogue & Portrait System Dialogue frame and speaker nameplate Dialogue text area Continue, skip and dialogue-choice states Portraits based on the actual in-game characters Waist-up or knee-up character compositions Multiple facial expressions and poses Weapon/staff and no-weapon variants Hero, NPC, boss and Erlik Khan dialogue styles Separate portrait, frame, background, glow and VFX layers Structure suitable for future portrait animation Shared Icon & Component Kit — Included Icons are included in the scope and do not count as an additional page. The shared icon set must cover: Skills and passive abilities Runes and boon effects Five deity emblems Four rarity levels Buffs and debuffs Fire, Ice/Water, Poison and Lightning Gold and Rune currencies Towers, walls and barriers Soldiers and spirits Character, boss, elite and NPC types Day, Night, Wave and Boss warnings Player statistics Quests and objectives Settings and accessibility Lock, unlock, upgrade, equip, remove, sell, reroll, ban and confirm actions Mouse cursors and interaction symbols All nine pages must be delivered as a modular Figma system using components, variants, Auto Layout, clean English layer names, separate frame/fill/mask/glow layers, 9-slice-ready panels and export-ready assets. Final production assets must not be delivered only as flattened images.
Project ID: 40595909
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Greetings! I can design your complete 9-page UI/UX system in Figma with a modular, component-based approach. I will create the Gameplay HUD, Boon Selection, Build Panel, Rune Management, Boss UI, Main Menu and Character Selection, Settings and Run Flow, Sacred Ground Hub, and World-Space UI with combat feedback. I will also deliver a shared icon kit and ensure all elements are built with components, variants, and Auto Layout for developer handoff. I have experience with game UI systems and Figma production workflows. Let me know your preferred visual style and timeline. Thanks, Revival
$15 USD in 40 days
5.9
5.9
65 freelancers are bidding on average $19 USD/hour for this job

I will design a user-centric UI/UX solution for the OTYKEN project, focusing on scalability and flexibility. Using Figma, I will create a modular system with components for efficient production and maintenance. The design will enhance gameplay experience with health feedback elements and intuitive cues. Boon Selection and Build & Defense Panels will feature reusable components for easy expansion. Tab Management & Rune Panel will streamline rune management. Boss, Elite & Target Information UI will provide detailed yet digestible information. Main Menu, Character Selection & Map Selection will prioritize intuitive navigation and visual consistency to enhance user engagement.
$22.50 USD in 5 days
8.4
8.4

Hi there, You specified the boon card must be built as one reusable Figma component with rarity and state variants, and rune management replaces inventory entirely, so the whole system needs to be built component-first, not page-first, for it to scale to future gods, characters, and towers without a redesign. Here's how I'd approach it: start with the shared icon and component kit (rarity frames, HP bars, status icons) since every one of the 9 pages depends on it, then build the Gameplay HUD and Boon Selection screens first as they define the core visual language, before extending that same system across Build/Defense, Tab Management, Boss UI, and the remaining pages using Auto Layout and clean variant states throughout. I've done Figma UI/UX work with reusable component systems and clean, export-ready asset organization. Given the hourly budget, I'd assume we start with the component kit plus 2-3 priority pages first, then continue page by page rather than all 9 at once, let me know if you'd prefer a different sequence. I can have the icon kit and Gameplay HUD ready to review within the first few days so you can confirm the visual direction before I build out the rest.
$20 USD in 40 days
7.8
7.8

Hi there, You've essentially designed a game UI system, not just nine screens — the real challenge is making the Boon Card and Target Information Panel work as single reusable components with all those rarity and state variants, then propagating them across every page without inconsistency. I've built similar complex UI systems for game clients before. Most recently, I delivered a 40+ component Figma library for a multiplayer strategy game — including HUD elements, unit cards with multiple states, and a modular icon system — all with clean layer naming and Auto Layout for easy developer hand-off. My approach would be: Build the core component library first: Boon Card (with rarity/state variants), Target Information Panel (all seven types), and all shared icons as a single master set Then construct each of the nine pages using those components, ensuring HUD consistency across Gameplay, Build Panel, and Sacred Ground Deliver with separate frame/fill/mask/glow layers as requested, and 9-slice-ready panels I can have the component library and first two pages ready for review within 3 days of kickoff. Do you have existing deity emblems or character portraits I should work from, or will those be created fresh during this UI phase? Thanks,
$20 USD in 40 days
8.0
8.0

I hope you're doing well! My name is Nawal, and I bring over nine years of experience in Comprehensive 9-Page UI/UX Design for OTYKEN. After carefully reviewing your project brief, I’m confident that I understand your needs and can deliver exactly what you're looking for. Here’s what I offer: ✅ Multiple initial drafts within 24 to 48 hours ✅ Unlimited revisions until you're 100% satisfied ✅ Final delivery in all required formats, including the editable master file and full copyright ownership You can check out my profile, portfolio and past work here: https://www.freelancer.com/u/eaglegraphics247 I’d love to discuss your project further and explore how we can make your vision a reality. Let me know a convenient time for a quick chat! Looking forward to working together. Best regards, Nawal Maredia
$15 USD in 5 days
7.3
7.3

GoodDay, after reviewing your project details "Aşağıdaki şekilde tüm ihtiyaçları 9 ana UI sayfasına sığdırabiliriz......" , I’m confident I can help with “Comprehensive 9-Page UI/UX Design for OTYKEN”. I have 10 years of experience delivering quality design work. Portfolio: https://www.freelancer.com/u/LionConcepts
$25 USD in 24 days
7.4
7.4

Nine HUD and menu pages with reusable rarity variants and a shared icon kit is a real system to build, the boon card and Target Information Panel alone need to scale cleanly across every future god, boss, or unit type without redesign. You'll get a complete, modular Figma UI system for Otyken, components and variants throughout, ready for your dev team to implement directly. ✔ Figma ✔ Graphic Design ✔ Game Design Designed a similarly scoped game UI system before, HUD, menus, and a shared icon set, all built with Auto Layout and clean component variants for scalability. Milestones: HUD, boon selection, and build panel (pages 1 to 3) Tab management, boss UI, and character/map selection (pages 4 to 6) Pause, Sacred Ground, and world space UI (pages 7 to 9) Shared icon kit, component cleanup, and final handoff Timeline: 4 to 5 weeks given the full scope and component depth involved. Do you have existing art direction or reference visuals for the five deity emblems, or is that open for me to propose?
$20 USD in 40 days
7.6
7.6

Hello, I have reviewed the complete OTYKEN 9-page UI/UX scope and understand that this is a production-grade Figma system for a MOBA/survival action game, not a simple screen mockup project. The requirement includes a fully modular design system with reusable components, variants, Auto Layout, export-ready assets, and scalable support for future characters, maps, towers, runes, gods, bosses, and gameplay states. I have 13+ years of experience in game UI/UX design systems, Figma component architecture, HUD design, RPG/MOBA interfaces, responsive layout systems, design-token workflows, and developer-ready asset preparation. I can deliver all 9 pages as a unified Figma system including Gameplay HUD, Boon Selection, Build & Defense, Rune & Tab Management, Boss/Target UI, Main Menu & Map Selection, Pause & Run Flow, Sacred Ground Hub, and World-Space UI & Dialogue System, along with the complete shared icon/component kit. The files will use clean English layer naming, separated effect layers, reusable variants, Auto Layout, 9-slice-ready panels, and export pipelines suitable for direct implementation in Unreal Engine or Unity. I am available on desk as per your convenient time zone and will work on your project until you are satisfied with my work. Thanks Christina
$15 USD in 40 days
7.0
7.0

Hi, To create a comprehensive 9-page UI/UX design for OTYKEN, I will utilize Figma to develop modular components that ensure scalability and reusability. Each page will be designed with a focus on user experience, incorporating essential gameplay elements such as HUDs, character selections, and interactive panels. I will implement a structured approach, ensuring that each UI component is built with future expansions in mind, allowing for easy updates and additions. The design will include detailed visual feedback mechanisms, ensuring players have a seamless experience. Happy to discuss the details.
$20 USD in 40 days
6.8
6.8

Hi, I will create a comprehensive 9-page UI/UX design for OTYKEN that includes a visually appealing and user-friendly gameplay HUD, boon selection level-up screen, build & defense panel, tab management & rune panel, boss, elite & target information UI, main menu, character selection & map selection, pause, settings & run flow screens, sacred ground hub, and world-space UI, combat feedback & dialogue system. Each element will be designed to enhance player experience and engagement, ensuring seamless navigation and interaction within the game. You can expect a cohesive and intuitive design that aligns with your vision for OTYKEN, providing players with a visually stunning and immersive gaming experience. I will keep you updated throughout the design process, incorporating your feedback to ensure the final product meets your expectations. Let's collaborate to bring your UI/UX design goals for OTYKEN to life. How do you envision the dialogue system enhancing player engagement in OTYKEN? Let's chat further so I can give you a proper timeline and get things moving.
$25 USD in 40 days
6.2
6.2

Greetings, I am a UI/UX Designer specializing in game interface design and complex interactive systems. I'll create a complete 9-page Figma design system for OTYKEN covering Gameplay HUD, Boon Selection, Build and Defense Panel, Tab Management, Boss Information, Main Menu, Pause Screens, Sacred Ground Hub, and World-Space UI with dialogue system. Modular Figma components with variants, Auto Layout, clean layer structure, rarity frames, state indicators, and shared icon kit included. All pages production-ready with export assets, not flattened images. What art style and color palette should reflect the game's Norse mythology and roguelike aesthetic?
$15 USD in 40 days
5.8
5.8

Merhaba! ★★★★ ( OTYKEN için oyun HUD'ları, menüler, savaş arayüzleri ve yeniden kullanılabilir bileşenleri içeren kapsamlı, modüler bir Figma UI/UX sistemi tasarlayacağım. ) ★★★★ Projenizi dikkatle inceledim; tutarlı bir görsel sisteme sahip, 9 ana ekranı kapsayan ayrıntılı bir oyun UI/UX tasarımına ihtiyaç duyduğunuzu anlıyorum. Gelecekteki geliştirmelere uygun; bileşenler, varyantlar, Auto Layout ve düzenli varlıklar (assets) içeren, üretime hazır Figma tasarımları oluşturacağım. ⚜ Oyun içi HUD ve savaş geri bildirim tasarımı ⚜ Seviye atlama/yetenek seçimi bileşenleri ⚜ Yapılandırma (build), savunma ve rün yönetimi panelleri ⚜ Boss, elit düşman ve hedef bilgi arayüzleri ⚜ Ana menü, karakter ve harita seçim ekranları ⚜ "Sacred Ground" (Kutsal Alan) merkezi ve koşu (run) akış arayüzleri ⚜ İkon seti ve yeniden kullanılabilir Figma bileşen sistemi Kullanılabilirlik ve görsel tutarlılığa odaklanarak oyun arayüzleri, kontrol panelleri ve karmaşık UI sistemleri tasarlama konusunda deneyimliyim. Her bir öğenin net durumlara ve etkileşimlere sahip olduğu, ölçeklenebilir tasarımlar oluşturmaktan keyif alıyorum. Detaylara önem veririm; düzgün katman yapısına, varyantlara ve dışa aktarıma hazır varlıklara sahip, temiz Figma dosyaları teslim etmeye büyük özen gösteririm. Sanat yöneliminiz hakkında konuşmayı ve OTYKEN için güçlü bir UI temeli oluşturmayı çok isterim. Saygılarımla, Farhin B.
$15 USD in 40 days
5.2
5.2

Hi, I recently worked on similar game UI/UX projects involving modular Figma design systems, gameplay HUDs, inventory systems, skill trees, character progression, and responsive game interfaces for production-ready development. I can design your complete 9-page OTYKEN UI/UX in Figma with reusable components, Auto Layout, variants, design tokens, interactive prototypes, and export-ready assets. The system will be scalable for future characters, maps, towers, runes, and gameplay features while maintaining consistency across every screen. Could you please share your preferred visual style or existing game references (fantasy, realistic, stylized, etc.) so I can align the UI with your artistic direction? I have 9+ years of experience in UI/UX design, Figma, game interfaces, design systems, and developer-friendly assets, making me a perfect fit for this project. Thanks, InvokeTech
$15 USD in 40 days
5.2
5.2

Hello, I have over 6 years of experience in UI/UX design, particularly in creating comprehensive and detailed layouts like the 9-page design project for OTYKEN. I am well-versed in using Figma to create modular systems with components, variants, and export-ready assets. My expertise includes creating intuitive HUDs, scalable layouts for level-up screens, and interactive panels for tower defense games. I am confident in delivering a high-quality design that meets all the specified requirements within the given scope. Thanks, Shahbaz Khan
$15 USD in 40 days
4.9
4.9

Hi, We specialize in creating complex game UI/UX systems with scalable Figma design structures, reusable components, and production-ready assets. We can design the complete OTYKEN 9-page UI/UX system covering gameplay HUD, boon selection, build panels, rune management, boss information, menus, Sacred Ground hub, world-space UI, and dialogue systems. Our approach includes creating a modular Figma design system with Auto Layout, component variants, interactive states, rarity systems, responsive layouts, clean layer organization, export-ready assets, and reusable UI components for future expansions. We will focus on creating a consistent visual identity across combat, menus, and progression systems while ensuring every element is practical for game development integration. Let's discuss your visual references, art direction, and workflow requirements.
$15 USD in 40 days
4.8
4.8

✋ Merhaba!!! ✋ Projenin Amacı: OTYKEN için; tutarlı oynanış, çatışma, menü ve HUD deneyimlerine sahip, eksiksiz, modüler ve üretime hazır bir Figma UI/UX sistemi oluşturmak. HUD, yetenek (boon) seçimi, yapılandırma (build) sistemleri, rün yönetimi, bölüm sonu canavarı (boss) arayüzü, menüler, oyun akışı (run flow), Sacred Ground, dünya içi (world-space) arayüz, diyaloglar ve ortak bileşenler dahil olmak üzere 9 sayfalık kapsam dokümanınızın tamamını dikkatle okudum ve anladım. Güçlü Figma, oyun UI/UX, bileşen sistemi ve görsel tasarım deneyimine sahip olduğum için bu proje için en uygun adayım. Şunları başarıyla yürütebilirim: 1. Oynanış HUD'ı ve çatışma geri bildirimleri 2. Yeniden kullanılabilir yetenek, kule, rün ve hedef bileşenleri 3. Boss, elit düşman, menü, harita ve oyun akışı ekranları 4. Dünya içi arayüz ve diyalog portre sistemleri 5. Modüler Figma bileşenleri, varyantlar, Auto Layout ve dışa aktarıma hazır varlıklar (assets) Full-stack geliştirici olarak 9 yılı aşkın deneyime sahibim; benzer oyun arayüzü, Figma tasarım sistemi ve karmaşık etkileşimli arayüz projelerini başarıyla tamamladım. UI tasarımı, test süreçleri, dokümantasyon ve kaynak dosyaların eksiksiz teslimini sağlıyorum. Anlaşma sağlamak üzere sizinle görüşmeyi dört gözle bekliyorum. Saygılarımla, Elisha Mariam!
$15 USD in 40 days
4.8
4.8

Dear client, I have reviewed your project requirements and would like to offer you Comprehensive 9-Page UI/UX Design at a reasonable price. I will provide you website with very good quality work and ensure that you are completely satisfied with the final outcome.
$20 USD in 40 days
5.0
5.0

Nine pages of game UI at this scope means the Figma architecture matters as much as the visuals. I'll build the HUD, boon cards, and target panel as a modular component system with variant properties covering all states, rarities, and contexts - extensible when new gods or towers get added. The boon card's rarity variants work best as one nested base component with a swappable frame layer, not four flat duplicates. 1) What's the target art direction? Thanks Shayan
$19 USD in 40 days
4.7
4.7

⚠️ If you're not happy, you don’t pay. ⚠️ Hi there, Thank you for checking my proposal and sharing the detailed project brief. I can build your comprehensive UI/UX design using Figma with a clean, modern, and modular layout. I will deliver: • Gameplay HUD with character stats and minimap features • Level-Up Screen supporting multiple boon cards • Build & Defense Panel for tower management • Rune Panel with soldier stats and rune management • Boss and Elite UI showing health and mechanics • Main Menu and Character Selection interfaces • Pause Menu with settings and game stats • Sacred Ground Hub for upgrades and character information • World-Space UI with combat feedback and dialogue systems You will also receive: • A complete icon set tailored for the project • Detailed documentation for easy future adjustments I am confident I can execute your vision professionally and efficiently. Looking forward to discussing timeline and next steps. Best regards, Chirag Pipal
$15 USD in 30 days
4.5
4.5

I am excited to submit my proposal for the comprehensive 9-page UI/UX design for OTYKEN. This project involves creating a modular Figma system that prioritizes user engagement and gameplay functionality. My expertise in designing intricate HUD elements, interactive panels, and captivating world-space UIs will ensure that we fulfill the project's detailed requirements. I understand the significance of each UI component, from character stats to the detailed boon selection screen, and am committed to delivering intuitive designs that enhance player experience. Moreover, I will ensure all assets are appropriately structured for future scalability and updates. I look forward to discussing how we can implement your vision while ensuring a smooth user experience throughout the design process. Please insert this What specific user feedback have you received that can guide our design decisions? in our dialogue: What specific user feedback have you received that can guide our design decisions? Together, we will create an engaging, visually stunning interface that resonates with players. Best regards, Talha
$25 USD in 36 days
4.3
4.3

Dear Client, I have carefully reviewed the detailed scope of the OTYKEN project and I am confident in my ability to deliver a comprehensive 9-page UI/UX design that meets your requirements. With a strong background in Graphic Design, Figma, and Game Design, I understand the importance of creating a user-friendly interface that enhances the gaming experience. My approach involves structured requirement confirmation, controlled planning, clean implementation, thorough testing, and milestone-based transparency to ensure the project's success. By focusing on reliable execution and long-term results, I aim to exceed your expectations. You can view examples of my previous work in my portfolio: ⭐⭐ https://www.freelancer.com/u/CodeAnchors ⭐⭐ Before we proceed, could you please clarify your top priority or key business goal for this project? I would like to ensure that our collaboration is aligned with your objectives. I invite you to open a chat to discuss the project further and finalize the scope smoothly. Looking forward to the opportunity to work together. Best regards, Muhammad Anas Khan
$25 USD in 40 days
3.8
3.8

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