Keln Ustral
Master mobile game UI design that players actually understand
What changed after the training
I used to design interfaces that looked good in screenshots but confused players in actual gameplay. The training showed me how to structure information so it makes sense during fast decisions.
Now designing for a studio in Johannesburg with three shipped titles
My portfolio was full of static mockups that never addressed how buttons respond or how menus transition. Learning to think about interaction states transformed how I present work to clients.
Hired by a mobile game publisher within two months of completing the course
I could code mechanics but my UI always felt clunky. Understanding visual hierarchy and feedback loops helped me build interfaces players don't have to think about.
Released an indie puzzle game that got featured on regional app stores
You know how to make things look polished
Your mockups have clean typography, balanced layouts, and a consistent color palette. But when those designs go into a real game, players tap the wrong buttons, miss important information, or abandon tutorials halfway through.
Game UI needs to work under pressure
Players make decisions in fractions of a second while managing resources, tracking timers, and reacting to changing conditions. An interface that looks elegant in Figma can collapse under the cognitive load of actual gameplay if it wasn't designed with those constraints in mind.
This training bridges that gap
You'll learn to design interfaces that communicate instantly, respond predictably, and guide players without interrupting their flow. The focus is on practical patterns that work across different game genres and screen sizes.
What the training covers
Information hierarchy in constrained space
How to decide what information appears where, how to layer data without overwhelming the player, and when to hide complexity behind progressive disclosure. You'll work with real screen layouts from puzzle, strategy, and action games.
Interaction states and feedback systems
Designing buttons, sliders, and toggles that respond clearly to touch input. You'll learn how to communicate state changes, loading processes, and error conditions through visual feedback that players understand without reading text.
Adaptive layouts for multiple devices
How to structure UI elements so they scale gracefully from small phone screens to tablets without breaking visual hierarchy or making tap targets too small. Includes practical techniques for handling notches, aspect ratios, and safe areas.
Onboarding flows that don't frustrate
Building tutorials and first-time experiences that teach mechanics without blocking gameplay. You'll analyze what makes players skip tutorials and how to design progressive guidance that feels helpful rather than condescending.
Designing for accessibility in games
Making interfaces readable for players with color vision deficiency, ensuring tap targets are large enough for different hand sizes, and providing alternatives to audio-only feedback. These aren't optional extras — they expand your player base.
Portfolio presentation for game studios
How to document your UI work in a way that shows your thinking process, not just final visuals. You'll learn what game studios look for in portfolios and how to present case studies that demonstrate problem-solving skills.
What becomes possible after graduation
This isn't about guarantees or promises. It's about what skills you'll have and how they translate to real opportunities in game development and design.

Apply for junior UI designer roles at game studios
You'll have a portfolio that demonstrates functional thinking, not just visual polish. Studios hiring for mobile game UI positions will see that you understand the constraints they work within.
Take on freelance UI work with realistic timelines
You'll know how long different types of UI work actually take, how to scope projects, and how to communicate design decisions to developers who need to implement your work.
Design UI for your own game projects
If you're building a game independently or with a small team, you'll be able to create interfaces that don't require constant iteration because they were designed with player behavior in mind from the start.
Collaborate effectively with developers
You'll understand technical constraints around touch input, screen resolution, and performance. This means fewer back-and-forth revisions and designs that can actually be built as specified.
What the investment involves
The training runs for eight weeks with two live sessions per week. Each session is two hours, scheduled for evenings to accommodate working schedules. Sessions are recorded, so if you miss one, you can catch up.
Between sessions, you'll complete design assignments that build on each other. Expect to spend four to six hours per week on these outside of class time. Feedback is provided on all submitted work within 48 hours.
Enrollment opens quarterly with a maximum of 18 participants per cohort. The next cohort begins in March. Pricing and registration details are available by contacting us directly — we don't list prices publicly because we offer payment plans and occasional discounts for students.

When this training makes sense
You already have basic design skills
This isn't an introduction to design principles or software. You should be comfortable working in Figma or similar tools and understand concepts like visual hierarchy, color theory, and typography. The training assumes you can execute designs — it teaches you how to make those designs work in games.
You can commit to the schedule
Missing more than two sessions makes it difficult to keep up with the progression of concepts. The assignments build on previous work, so falling behind creates a compounding problem. If your schedule is unpredictable over the next eight weeks, consider waiting for a later cohort.
You want to work in or with game development
The training is specifically focused on mobile game UI. If your goal is web design, app design for productivity tools, or other types of interface work, this won't be the right fit. The patterns and constraints in game UI are different enough that the skills don't transfer directly.
You're comfortable with critique
Every assignment receives detailed feedback, and some sessions include group critique where participants review each other's work. This isn't about being harsh — it's about learning to articulate design decisions and consider alternative approaches. If you need purely positive reinforcement, this format won't work for you.
