BIKE STUNT 3.
From the first screen
to the finish line.
RENDERS
LIVE BACKGROUNDS · UNITY 3D
The interface.
The renders. The world.
I created the complete game UI for Bike Stunt 3, produced its renders, and built live backgrounds in Unity 3D. The work connects the menus, bike presentation and in-game interface through a consistent motocross identity.
- MY CONTRIBUTION
- Complete game UI · Renders · Live backgrounds in Unity 3D
- EXPERIENCE
- Mobile motocross with touch controls
- DESIGN LANGUAGE
- Deep blue panels, cyan edges, yellow primary actions and racing motifs
Choose a challenge.
Make the bike your own.
Mode cards establish the available challenges. The garage places the bike beside its attributes and unlock choices; the campaign map connects level progress with objectives.
Explore the campaign level map+
Keep the ride in focus.
Touch controls sit along the lower edges, while objectives and course progress remain above the action. Pause and settings views reuse the same blue panels and yellow confirmation actions.
A clear result.
A clear next move.
Victory highlights stars, earned currency and the next level. The failed-run screen keeps earned rewards visible and gives retry its own prominent action.
One store.
Two currency systems.
MOB and VIP packs share a consistent comparison layout. The insufficient-coins message offers routes back to unlocking a bike through a rewarded ad or the store.
View the insufficient-coins state+
Building the scene
around the interface.
My contribution extended beyond the UI to the game renders and live backgrounds in Unity 3D. The jungle menu and illuminated garage show how the environments frame the rider and bike, while the loading composition brings the motocross action forward.
Samk Gillani — complete game UI, renders and live backgrounds in Unity 3D. The images in this case study are still captures; the animated backgrounds are not embedded here.