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About project

Atrium2023Client work

A long road into the game, walked one obvious step at a time.

Atrium is an online role-play game for mobile in the spirit of GTA, made for a Russian-speaking audience. I designed the launcher and sign-in, character creation, and a casino card mini-game played inside the open world. Each of the eleven mandatory steps became one screen with one action, and the casino states its risk before the first bet.

  • Game UI
  • Mobile
  • Onboarding
Role
UI/UX designer: entry flow and mini-game
Client
Atrium · online role-play game
Platform
Game · Mobile
Tools
Figma
Sign-in sets the pattern: character left, one field and one button right, recovery tucked into a hint.

Challenges

Before a player sets foot in the city, the game asks for a password and a passcode, recovery by phone, email, Telegram or VK, confirmation and authenticator codes, a referral nickname, then gender, race, skin and clothes. Together the steps read as a questionnaire. The job was to make a long road feel like a series of single, obvious moves.

  • Landscape phone screens, in Russian first
  • Eleven steps of sign-in, security and character creation before the first minute of play
  • A mini-game with bets, three difficulties and a cash-out, inside the open world
  • A dark mood set by the genre: condensed capitals and very little colour
The player
came to play a GTA-style city, not to fill in forms. Every screen that looks like paperwork is a reason to leave.
The security
still needs a password, a passcode, recovery and two-factor codes, because the account holds in-game money.
The casino
has to be tempting enough to play and honest about the risk: one wrong guess loses the whole bet.
Sign-up, second version: password rules moved into a hint, so the form stays two fields long.
The first version, in Russian: sign-up and log-in on tabs, the character dimmed. The second split them.

Solutions

  1. 01

    Tabs gave way to one action per screen

    The first version put sign-up and log-in on tabs over a form-heavy column. The second split them: every step is one screen with one action, the character on the left, the field and the button on the right. Password rules and account recovery sit in a hint under an icon, out of the way but not lost.

    Trade-offMore screens and more taps in total. Each tap is obvious, though, and the character on every step keeps the game in view the whole way.

  2. 02

    The character is always in the frame

    I gave gender, race, skin and clothes each its own way of choosing: two large tiles for gender, a map of regions for race, arrows with the neighbours visible for skin, categories with previews for clothes. One thing is shared: the character is always in the frame and changes at once, without a separate preview screen.

    Trade-offFour different pickers are four patterns to learn. Each is matched to its choice: two options want tiles, dozens want browsing.

  3. 03

    Two numbers run the round, the risk comes first

    A round is a gamble: bet, pick a difficulty that sets the field, find pairs, watch the pot grow with the streak, cash out at any moment. I built the screen around two numbers, pairs guessed and the possible win. A five-slide tutorial says plainly that a wrong guess loses the whole bet.

    Trade-offThe bet and difficulty controls get quieter at the edges, and five slides ask for patience before a mini-game. Where a wrong move costs in-game money, clarity about the rules comes first.

  4. 04

    Every outcome got its own state before hand-off

    I built fields, code inputs and buttons as components with their states, errors, hover and disabled included. The mini-game covers every outcome: the easy, medium and maximum fields, a loss, a win and a grand win with a cash-out timer. I animated the card flip in Figma to show how a round actually feels.

    Trade-offDrawing every state and animating the flip cost about as much as the screens themselves. It is also why the hand-off needed no second round of questions about what happens when a player is wrong.

Logo on the back, fruit on the faces, each pair coloured so a match reads before the name.
The flip and the payout, animated in Figma to show how a round feels, not only looks.
Every outcome drawn as its own state, so the build leaves nothing in a round to guesswork.

Results

A long, mandatory way in reads as a sequence of single moves with the character always in view, and the casino states its risk before the first bet.

11steps of sign-in, security and character creation, each built as one screen with one action
2 numbersrun every round of the mini-game: pairs guessed and the possible win, with everything else pushed to the edges
Gender as two large tiles: a choice between two options gets the biggest targets in the flow.
Skin presets flip with arrows; neighbours stay visible at the sides, so it is clear there is more.
Clothes update on the character as each piece is picked, so choices are judged there, not on thumbnails.

Reflection

  • A long mandatory road is survivable if every screen asks for one thing. Eleven steps did not need shortening, they needed splitting.
  • Keeping the character in view through sign-up turns paperwork into getting ready to play: the same eleven screens with a different feeling.
  • Where a wrong bet costs real in-game money, stating the risk before the first move is not friction. It is the reason anyone places a second bet.

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