Build Interfaces Players Actually Want to Tap
Most mobile games lose players in the first three minutes. Not because of gameplay, but because the interface confuses them. We'll teach you how to design UI that feels natural from the first tap.
View Program Details
From basics to portfolio-ready work
Real UI systems you'll design and refine
Next program intake starts
We Don't Just Teach Tools
Anyone can learn Figma or Sketch in a few weeks. But understanding why players interact with a button in a specific way? That takes structured practice and honest feedback.
Start with Player Psychology
Before you touch any design software, you'll learn how players scan screens, where they expect controls to be, and why certain color patterns trigger specific responses. This foundation changes everything.
Build Systems, Not Pretty Screens
A beautiful menu screen means nothing if the inventory system confuses players. We teach you to design coherent UI systems that work across dozens of screens while maintaining consistency.
Test with Real Users Early
By month three, you'll be showing your work to actual players and watching them struggle with your designs. It's uncomfortable but essential. You'll learn more from five minutes of user testing than from hours of tutorials.
What You'll Actually Learn
Eight months broken into focused modules. Each one builds on the previous work, so you're always applying what you learned last week to new challenges.
UI Fundamentals
Visual hierarchy, spacing systems, grid theory. The boring stuff that separates amateur work from professional design.
Mobile-Specific Patterns
Touch targets, gesture controls, thumb zones. Why mobile UI isn't just desktop UI made smaller.
Game Genre Conventions
RPG interfaces differ wildly from puzzle games. Learn what players expect in each genre and when to break those rules.
Animation & Feedback
How movement and sound confirm player actions. Make every tap feel responsive without overwhelming the screen.
Monetization UI
Shop screens, currency systems, progression rewards. Design interfaces that generate revenue without feeling predatory.
Portfolio Development
Package your work properly. Present case studies that show your thinking, not just final mockups.
What Past Participants Say
I came in knowing Photoshop but having no idea how to structure a game UI. The module on information architecture completely changed how I approach every screen now. My designs finally make sense to players.
The feedback sessions were intense. Having your work critiqued by someone who's shipped actual games is different from school critiques. You learn what matters and what's just personal preference.
How the Eight Months Unfold
We've run this program four times now. This structure emerged from watching what actually works, not what sounds good on paper.
Foundation Building
Theory, principles, and lots of copying existing interfaces to understand why they work. You'll redesign three different game UIs from scratch.
Original Systems
Design your first complete UI system for an imaginary game. Every screen, every state, every interaction mapped out.
Specialization
Choose a game genre and go deep. You'll create three different UI approaches for the same game concept, then user-test all three.
Portfolio Work
Polish your best pieces, write case studies, and prepare materials that actually get you interviews. We review every portfolio before you share it.
Next Intake Opens October 2025
We cap enrollment at 18 participants so everyone gets proper attention during feedback sessions. If you're serious about mobile game UI design, let's talk about whether this program fits your situation.