S/GSAMK GILLANIGAME UI/UX DESIGNER
SELECTED WORK / 04 — MOBILE PUZZLE

BOLT BLAST.

A tactile puzzle.
A playful interface.

GAME INTERFACE DESIGN
PORTRAIT MOBILE
GAMEPLAY · PROGRESSION · REWARDS
Bolt Blast / cover artwork
THE PROJECT

A small board.
A complete game experience.

Bolt Blast is a portrait mobile screw puzzle. This interface collection covers the level path, timed puzzle board and the systems around each session: tools, character selection, rewards, rankings and purchase offers.

DESIGN FOCUS
Game interface, reusable panels and player-facing states
PLATFORM
Mobile / portrait touch interface
VISUAL LANGUAGE
Wood textures, rounded frames, ribbon headings and green primary actions
  1. Choose a level
  2. Solve the puzzle
  3. Use tools when needed
  4. Review the result
  5. Collect and progress
01 / START & PERSONALIZE

Give the next step
a clear place.

The home screen presents progress as a level path with a prominent Play action. Character inventory and settings use focused panels, letting players manage preferences around that central journey.

Home / level path and play
Inventory / character selection and locked items
Settings / sound, music, vibration and language
02 / THE PUZZLE

Let the board
take the lead.

Level information and the timer sit above the puzzle. Replay, undo and tool controls stay below it, leaving the wooden board as the main interaction area.

Gameplay / puzzle board, timer and tools
Difficulty feedback / hard level
Gameplay feedback / excellent
Level completed / celebration
Alternative completion treatment+
Level completed / alternate celebration
ASSET DESIGN / WOODEN PIECES

Simple shapes.
A tactile wooden finish.

Seven puzzle pieces share a warm wood palette, visible grain and softly rounded edges. Their distinct silhouettes bring variety to the board while keeping the material consistent.

Square · T · Circle · Cross · Comb · Hexagon · Bar
03 / TOOLS & INTERRUPTION STATES

Help within reach.
The puzzle stays in context.

Dimmed gameplay keeps the current level visible behind each popup. Shared frames, ribbon headings and button treatments connect tools, pause and timeout states.

Unscrew / tool activation

The refresh-tool concept retains a draft “Bomb” heading in the supplied artwork.

04 / RETURN & PROGRESS

Make progress
visible beyond the board.

Daily rewards and the wheel present different reward formats. The leaderboard pairs ranked entries with a highlighted player position, connecting an individual session to wider progression.

Daily reward / seven-day progression
Free spin / reward wheel
Leaderboard / ranked players and highlighted position
Alternate leaderboard presentation+
Leaderboard / alternate presentation
05 / CURRENCY & OFFERS

A shared layout
for different purchases.

The shop groups tickets, coins and pass offers into repeatable rows. Compact shops and promotional popups reuse the same visual language in smaller spaces.

Shop / remove ads and ticket packs
Mini shop / ticket packs
KEEP EXPLORING

More worlds to explore.

YOUR NEXT PROJECT

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