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Super Auto Pets UI/UX

I redesigned Super Auto Pets game UI across mobile, web, and PC, from pack building and private matches to the small feedback that makes each move easier to read.

Super Auto Pets UI UX project cover
Project cover for the Super Auto Pets UI/UX concept study.

Project details

  • Figma
  • Adobe Illustrator
  • Procreate
  • Adobe Photoshop
  • Unity
  • Clip Studio Paint
  • HTML5
  • JavaScript
  • Ziflow
  • Airtable
  • Video Game UI/UXRedesigned the home screen, match setup, settings, and pack builder around the choices players make each session.
  • Game UI Art DirectionSet a visual direction for the interface study that kept the game’s sticker-style animals and humor intact.
  • Cross-Platform Game UIAdapted interface concepts for touch and pointer input across mobile, web, and PC.
  • Game Interaction DesignWorked through hover, press, drag, and victory feedback so each action had an obvious response.
  • Pack Builder UXOrganized pet and food selection with search, filters, detail views, and pack counts.

The Interface Study

Super Auto Pets already has a strong look: sticker-like animals, chunky panels, bright color, and a good sense of humor. I explored how its interface could make the next decision easier to read while keeping that personality intact.

I redesigned the mobile home screen, custom pack builder, private match setup, settings, progression feedback, and interaction states. Unity was the game engine used to build for mobile, web, and PC, so the interface had to make sense across touch and desktop play.

What Super Auto Pets Is

Super Auto Pets is a strategic auto-battler where players collect, combine, and battle teams of charming pet stickers. The interface has to support that strategy while still feeling approachable: players are managing pets, food, packs, turns, trophies, hearts, and match options, but the experience should still feel light and funny.

The overview panel places a quick explanation beside a battle example. It gives a new player enough context to understand the loop without putting a manual between them and the game.

Super Auto Pets overview panel with battle example
An overview panel explaining what Super Auto Pets is, paired with a battle example showing pet teams in action.

A Lighthearted Interface

Super Auto Pets needs to feel friendly before it feels technical. The interface direction uses oversized buttons, playful framing, bright backgrounds, and expressive sticker-like pets so important choices still feel like part of the game world.

The friendly look still has to tell players what to do. I kept the route to a match, custom pack, and settings easy to spot, then used labels and panel hierarchy to separate the choices that matter now from the ones that can wait.

Super Auto Pets lighthearted interface concept panel
A lighthearted interface direction balancing playful visual charm with clear navigation.
Super Auto Pets redesigned home screen
A redesigned Super Auto Pets home screen with clearer entry points and playful UI framing.

Strategy and Battle Flow

A major part of the experience is the loop between shopping, building, and battling. Players spend limited coins each round to buy pets, combine upgrades, choose food, and commit to a team before the battle phase tests those decisions.

Because the strategy is already doing a lot of mental work, the UI has to make state obvious. Coins, hearts, trophies, timers, team placement, shop inventory, and the end-turn action all need to be readable at a glance so players can focus on decisions instead of deciphering the screen.

Super Auto Pets strategy and battle interface panel
Strategy and battle flow showing the shop phase, team state, food choices, and battle-ready actions.

Deck Building and Pack Creation

Custom packs create a more advanced deck-building style problem inside a casual game shell. Players need to choose pets and food from a large pool, understand what is locked or unlocked, inspect abilities, and make changes quickly.

The custom pack flow uses large selectable tiles, filtering and search controls, clear counts, and pet detail overlays to keep the tool usable for newer players while still supporting faster optimization for experienced players.

Super Auto Pets deck building and custom pack interface panel
Deck-building and custom pack creation concepts for selecting pets, food, and strategic combinations.

Modes, Settings, and Finishing Touches

Beyond the main loop, the interface also had to account for private matches, real-time versus games, custom lobbies, sorting, settings, and small feedback states. Those secondary systems can quietly become the places where a playful game starts to feel confusing.

Private matches and settings needed the same care as the main battle screen. Match rules stay visible during lobby setup, settings are grouped by task, and feedback states tell players what changed after an action.

Super Auto Pets finishing touches and victory interface panel
Finishing-touch systems for lobbies, settings, sorting, victory feedback, and progression.

Interface System Screens

These screens take the same visual rules into pack management, private games, settings, feats, and battle states. Touch targets have room on mobile, while PC states make hover and pointer feedback useful rather than decorative.

Interaction Details

I worked through hover, press, drag, and victory states because each one answers a small question: can I select this, move it, change it, or celebrate it? Those details make the game easier to use without making it less playful.

On mobile, that meant big touch targets and clear visual changes. On PC, it also meant a custom cursor language that matched the game's chunky hand-drawn style instead of falling back to a generic pointer.

Pack selection animation showing a more guided and expressive mobile game interaction.
Custom PC cursor grab interaction showing how dragging could feel playful without becoming unclear.
Super Auto Pets custom hand cursor states
Hand cursor states designed to match the same sticker-like interface language.
Button press feedback for a roll action, using exaggerated motion and squash to make the click feel responsive.
Super Auto Pets victory screen concept
Victory state with trophies, confetti, team results, and a clear win message.

The test was simple: keep the joke, but make the next move obvious.

View Project on Behance

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