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Super Auto Pets UI/UX

A game UI/UX concept study for Super Auto Pets, focused on mobile-first interaction, clearer onboarding, custom pack building, private lobbies, player feedback, and playful interface polish.

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.

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

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.

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.

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.

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.

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.

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

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.

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 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.

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