AR craft
A mobile AR game about character progression, equipment crafting, and combat in a post-apocalyptic world
Period:
2023
Role:
GUI designer
AR-craft is a mobile role-playing game built around augmented reality mechanics.
The player develops a character, collects resources through the phone camera, creates weapons and clothing, explores the surrounding world, and takes part in battles.
The project combined several different gameplay layers: map, inventory, crafting, combat system, store, settings, and character screens. My task was to build a cohesive visual interface for all of them.
My Role
I worked together with a game designer and a UX designer.
As input, I received wireframes, game assets, and descriptions of screen logic. My area of responsibility was to fully develop the visual interface for all screens, states, and key gameplay scenarios.
I did not design the core mechanics from scratch, but I was responsible for making them clear and visually convincing inside the game.
I had to design:
the main character screen;
the map and AR scenarios;
the combat interface;
the inventory;
the workshop;
item creation and upgrades;
the store;
settings;
utility screens and states.
Mechanics
The core of the game was character progression.
The player could improve stats, collect resources, create equipment, and modify it for different play styles. Some resources were collected through AR mechanics: the player scanned the environment through the phone camera and discovered game objects in the real world.
After that, the resources were used in the workshop to create, merge, and upgrade items.
It was important that the interface did not just look “game-like”, but helped the player quickly understand what was happening: what resources they had, what could be upgraded, which actions were available right now, and how those actions affected the character.


Workshop and Items
The workshop became one of the key parts of the project.
This is where the player worked with resources, weapons, and upgrades. Screens like this always carry the risk of overload: many items, rarity levels, parameters, states, buttons, action costs, and additional conditions.
That is why I tried to build the interface around a very simple visual hierarchy:
first the item → then its quality → then the available action → then the cost and consequences.
For item cards, I used bright borders, rarity stars, resource icons, and high-contrast action buttons. This helped players quickly distinguish basic items from more valuable ones and immediately understand where the main action was.


Combat Interface
The combat screen required a different approach.
Here, the interface had to be visible but not block the scene. The player needed to see the characters, health level, available actions, abilities, and current combat states.
I placed the main controls at the bottom of the screen and the player/enemy information at the top. This kept the center of the screen open for the battle scene itself.
Visually, the combat interface became denser and more contrast-driven because this is where the player makes quick decisions.


Process
The entire interface was drawn in Figma using vector layers, without 3D or final rendering.
Even though the visuals required a semi-illustrative level of detail, I stayed within the boundaries of interface design: building atmosphere through composition, shape, light, textures, noise, transparency, and element states.
This was not art for the sake of art. Every screen had to remain functional, readable, and ready for handoff to development.
Result
I prepared the full visual interface for the game: main screens, states, gameplay elements, and utility sections.
The project was put on hold before release, but the visual part of the game was fully completed and handed off to development.
For me, AR-craft became an important experience in working with game interfaces, where I had to combine atmosphere, complex mechanics, and a practical screen system.
The main value of the project was that the interface had to work across several modes at once: as an RPG system, as an AR tool, and as part of a post-apocalyptic game world.