Simulation Game / UI Lab

Interface references

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Both Trial 3: Rover Animation

One extracted sprite, 16 deterministic headings, 2 procedural suspension phases

Open

Size Trial 1

512×896 native, 6 colors, 2× display scaling

Open

Size Trial 2

512×896 native, 6 colors, 2× display scaling

Open

Size Trial 3

512×896 native, 6 colors, 2× display scaling

Open

Color Trial 1

256×448 native, 12 colors, 4× display scaling

Open

Color Trial 2

256×448 native, 12 colors, 4× display scaling

Open

Color Trial 3

256×448 native, 12 colors, 4× display scaling

Open

Both Trial 1

512×896 native, 12 colors, 2× display scaling

Open

Both Trial 2

512×896 native, 12 colors, 2× display scaling

Open

Both Trial 3

512×896 native, 12 colors, 2× display scaling

Open

No-Ref Pixel 1

Generator-chosen violet-gray six-color colony

Open

No-Ref Pixel 2

Generator-chosen black-orange six-color colony

Open

No-Ref Pixel 3

Generator-chosen navy-steel six-color colony

Open

Top-Down 2D A: Clean Sprites

Sharp geometric silhouettes, layered flat shapes, and subtle shadows

Open

Top-Down 2D B: Pixel Industrial

Limited-palette pixel clusters and grid-first factory readability

Open

Top-Down 2D D: Clean Dark Raid

Clean sprites under combat load on a graphite industrial grid

Open

Top-Down 2D E: Clean Frontier Raid

Clean sprites with sunlit clay terrain and weathered warm machinery

Open

Top-Down 2D F: Pixel Dark Raid

Limited-palette combat sprites on a dark navy industrial grid

Open

Top-Down 2D G: Pixel Frontier Raid

Warm limited-palette sprites with teal allies and brick-red raiders

Open

Top-Down 2D C: Painted Sprites

Warm textured materials, grounded frontier color, and strong silhouettes

Open

Building A: Blueprint Sheet

Compact building carousel, cost controls, then exact plot selection

Open

Building B: Radial Blueprint

World-first building wheel with a narrow placement ribbon

Open

Building C: Tactical Placement

Slim building palette, live ghost preview, and plot validation

Open

Vector Tactical HUD

Flat symbols, compact status chips, and coherent controls

Open

Vector Tactical HUD: Expanded

Original 2048×4016 command interface generated without visual references

Open

Lean Commands A: Edge Rail

Drag-to-pan world with a slim permanent command rail

Open

Lean Commands B: Context Bar

Selected-mech details and actions appear only when needed

Open

Lean Commands C: Tap Command

Destination-first control with a contextual radial menu

Open

Economy HUD

Treasury, ore, population, and City Hall health

Open

Compact Build Sheet

Focused construction flow

Open

Full Mobile HUD

World-first command layout

Open

Production UI Atlas

Optimized transparent raster assets used by the game

Open

Economy HUD Atlas

Sixteen extracted and optimized transparent UI sprites

Open
Expanded reference