On The Edge — campaign and game UI work produced through Amuzo.
On The Edge is an organisation dedicated to protecting the world's most endangered species. Through Amuzo, they commissioned two mobile games — Angelshark: Sea Survival and Pangolin Rescue — designed to raise awareness of animals that rarely make the headlines.
Angelshark: Sea Survival
My scope across both titles was the full UI: every screen, menu, button, and icon the player interacts with. Once designs were signed off, I produced detailed mockups for the development team to build from, specified clearly enough that nothing was lost in translation between design and implementation.
Angelshark: Sea Survival puts the player in control of one of the world's rarest sharks, navigating the ocean and avoiding threats. The UI had to feel aquatic and immersive without becoming cluttered — every element needed to sit cleanly over gameplay footage without competing with it.
Angelshark: Sea Survival — logo, gameplay, and UI screens.
Angelshark logo — dark and light variants.
Interactive elements needed to communicate clearly at small sizes and during fast gameplay. The boost button went through four distinct states — default, warming up, ready, and expended — each signalling its current status to the player at a glance.
Boost button — four states designed for in-game interaction.
An in-game collectible system gives players a reason to replay. I designed ten shark trail effects — each one a distinct theme with its own colour language and visual character, from cosmic particle trails to elemental fire and water effects.
Shark trail effects — ten collectible designs, each with a distinct theme and visual language.
Pangolin Rescue
Pangolin Rescue is an educational companion game targeting a younger audience. The tone shifted considerably from Angelshark — warmer colours, rounder shapes, a more forgiving visual language. The UI needed to guide players through puzzles and levels intuitively, without hand-holding through text.
Pangolin Rescue — logo for the companion educational app.
Pangolin Rescue UI — all six core screens across gameplay, navigation, and settings.
What I took away
Working across two titles simultaneously — each with a different audience and visual tone — meant constantly context-switching between design languages without letting them bleed into each other. Producing handoff-ready assets for a development team, rather than just visual mockups for review, was a different discipline: precision mattered in a way it doesn't when the work stays in a design file.
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