The Interface Study
Super Auto Pets already has a clear personality: sticker-like animals, chunky panels, bright contrast, and a playful sense of humor. This concept study looks at how the interface could become easier to scan and navigate without losing that character.
I redesigned the mobile home screen, custom pack builder, private match flow, settings, progression feedback, and smaller interaction states across touch and PC.

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.
This overview panel pairs an explanation of the game with a battle example, showing the tension at the center of the design problem. The player needs enough information to make smart decisions, but not so much UI density that the playful world disappears.

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.
That tone only works if usability keeps up with it. Panels, labels, and navigation paths were designed around clarity first: players should understand where to customize a team, start a match, edit a pack, or change settings without the charm getting in the way.


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.

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.

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.
The finishing-touch pass treated these moments as part of the product experience: settings should feel discoverable, lobby setup should make match rules legible, and celebratory states should reward the player without hiding what happened.

Interface System Screens
The screens below show how the concept expands from the home and overview states into deeper game systems. The intent was to keep a consistent visual language across mobile touch targets, PC interaction states, pack management, private games, settings, feats, and battle screens.
Interaction Details
The interaction layer was where the concept started to feel tactile. Instead of treating hover, press, grab, and victory states as decoration, each one supports feedback: the player sees what can be clicked, dragged, changed, or celebrated.
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.


The challenge was balancing product logic with art direction. Every panel needed to be readable, every action obvious, and every detail consistent with the visual language of Super Auto Pets.







