DELIVERABLE · UI/UX & BRAND SYSTEM

Unbox Wonders

Brand & UX Foundation — Phase 1
A quiet gallery built to make loud treasure feel unforgettable.
Document
Foundation v1.1
Status
Approved foundation
Scope
Brand system · no screens yet
Next
Phase 2 — HTML prototypes
Naming note. This document uses the name Unbox Wonders per the owner's instruction. The GDD (decision D-1) and the signed Development Agreement currently read "Unbox Fantasy" — those documents and the contract should be updated to match before launch.
01
Art Direction

The thesis

Every collectible game lives or dies on one feeling: the treasure must feel rare. The current build fails because the interface shouts as loudly as the prizes — chunky bevels, heavy shadows, candy buttons everywhere. When everything is loud, nothing is. The reveal has nothing to rise above.

Unbox Wonders is built on the opposite instinct, and it is the single idea that governs every decision in this document:

The governing idea The interface is a quiet, premium gallery wall. The characters, the boxes and the reveal are the only loud things in the room. Calm is not the absence of delight — it is the contrast that makes delight land. This is exactly how Pokémon TCG Pocket feels premium and how Pop Mart packaging feels collectible: restraint around the prize.

This does not mean a flat or lifeless UI — the rejected screens proved that loud and dead is the worst of both. The resting interface is calm but alive: animated accents, buttery transitions, tactile feedback on every touch. Calm describes the noise floor, not the energy.

The three registers of intensity

From the client's own direction: a plain main UI, deliberately "glorified" spend surfaces, and dopamine-built reveal moments. That is not a contradiction — it is a deliberate three-step ladder. Every surface in the game sits on exactly one rung.

Register 1 · Baseline

The Gallery

Home, Collection, Display Board, Profile, Settings, Mini-Games hub. Calm, spacious, warm neutrals. Motion is quick and functional. This is 90% of screen time — it must never tire the eye.

Register 2 · Elevated

The Glow

The Wonder Kiosk and the Premium Pass. Deliberately special — gold light, richer materials, a slow ambient shimmer. We glorify where players choose to spend. A small, intentional exception.

Register 3 · Peak

The Reveal

Box-opening and reward moments. A separate full-screen "unboxing mode" — cinematic, staged, springy, dopamine-built. The peak the whole gallery exists to frame.

What makes it unmistakable

The box is the hero

A genuinely 3D, physically-modelled box with per-theme silhouettes. The interface never imitates the box's energy — it defers to it. Marketing footage is always the reveal.

Tactile, never plastic

Soft warm shadows, paper-like surfaces, gentle spring on every tap. It should feel like handling a real collectible — the opposite of glossy candy UI.

Warm, not childish

Friendly and characterful like Duolingo, finished like a premium product. The warmth comes from motion and roundness; the premium comes from restraint and craft.

02
Visual Identity

Brand personality

Unbox Wonders is a warm, crafted home for a wondrous collection — friendly enough that a teenager feels welcome, refined enough that an adult collector takes it seriously.

The brand is

Warm · curious · generous · tactile · quietly magical · crafted · gender-neutral · unhurried · delighted by small things.

The brand is not

Loud · childish · cluttered · aggressive · "candy-crush" glossy · menu-heavy · cynical about spending · generic.

No mascot — the cast is the personality

Unbox Wonders ships without a brand mascot or host character. The 150 collectible characters carry all the personality the game needs; introducing a single mascot would either compete with them for attention or read as "another character you can't collect." Personality lives instead in the system itself — the typography, motion, colour and voice defined in this document. Onboarding, the Wonder Kiosk and empty states rely on the brand's craft and on the collectibles themselves, not on a personified host. The decision is firm for launch; it can be revisited post-launch only if a clear, non-competing role for a host character emerges.

Voice & tone Short, warm, plain sentences. Encouraging, never pushy. Celebrates the player's finds ("A Legendary — beautiful.") and is honest about odds and price. Tone reference: Duolingo's warmth without Duolingo's nagging. Never uses fake urgency or guilt.
03
Foundation

Color system

Four layers, strictly separated. A neutral gallery core does the heavy lifting; brand colour is a sharp accent; rarity colour is sacred and locked; theme colour is swappable and lives only inside unboxing mode. This separation is what lets the game re-skin per season without a redesign.

Layer 1 — Neutral core · "the gallery"

Warm porcelain, not cold white; warm near-black, not pure black. This is ~85% of every baseline screen. It recedes so characters and currency can sing.

Canvas
#F6F2EB
App background
Surface
#FDFBF7
Raised cards & panels
Panel
#ECE5D9
Secondary fills, tab tracks
Hairline
#E4DCCD
Borders, dividers
Ink 900
#2B2733
Primary text
Ink 600
#6C6678
Secondary text
Ink 400
#A8A1B0
Tertiary / disabled
Layer 2 — Brand & premium

Coral is the single primary-action colour — warm, optimistic, dopamine, and deliberately chosen away from blue/purple/gold so it never collides with rarity. Gold has one locked job: the active state, celebration, and the Register-2 "glow" of spend surfaces.

Coral 100
#FCE3DC
Tints, hover beds
Coral 500
#EE6C57
Primary CTA, brand accent
Coral 600
#D6533F
Pressed state
Gold 300
#FFD980
Glow, shimmer highlight
Gold 500
#F2B544
Active nav, celebration, spend
Gold 700
#CC8F22
Gold text on light
Layer 3 — Rarity · LOCKED
Locked by GDD §5.2 — do not alter These four colours are the rarity language of the entire game — reveal auras, collection UI and the VFX library all depend on them. Rarity is never communicated by colour alone — every rarity always also carries its label and its icon (GDD §16.6 accessibility rule, and it serves the 8%+ of players with colour-vision deficiency).
Common
#8E8A99
No reveal aura
Rare
#3D8BFF
Blue aura
Epic
#9B5DE5
Purple aura
Legendary
#F2B544
Gold aura — the celebration

Legendary deliberately shares the celebration gold: the rarest pull is the celebration. Rarity tags as they appear in the UI:

COMMON RARE EPIC LEGENDARY
Layer 4 — Theme accents · swappable

One accent per launch theme. These appear only inside unboxing mode and theme-specific surfaces — never in the global navigation chrome. Adding a season or theme later means adding a token here, nothing more.

Kawaii Critters
#FF9EC4
Blossom pink
Dreamscape
#B68CFF
Dream lilac
Neo Nexus
#2FD4E0
Pulse cyan
The Starlighters
#5566E0
Starlight indigo
Mythic Marvels
#2FBF8F
Myth jade
Why not pink & blue, why not honey-brown The GDD's "pink & blue pastel" and the rejected screens' yellow/brown were both treated as open by the client. A fixed pink/blue would collide head-on with the locked Rare-blue rarity colour; honey/brown reads as a "cookie game," not a premium collectible. A warm-neutral core with a coral accent stays gender-neutral, keeps rarity legible, photographs beautifully for social sharing, and gives every 3D character — pink critter or chrome mech — a clean stage. Recommendation: adopt this; pink/blue and seasonal palettes can return later as theme accents and limited-time skins.
04
Foundation

Typography

Two typefaces, one job each. The rejected screens used a thick-outlined cartoon "bubble" font for everything — the clearest single signal of an asset-pack game. Duolingo-grade craft means a characterful display face and a genuinely legible text face, never an outlined toy font.

Display — Fredoka
Open a box. Find a wonder.
Rounded, warm and friendly — but geometrically structured, not a bubble font. Used for screen titles, character names, currency amounts, button labels and celebration text. Weights 400–700. Carries the brand's personality without shouting.
Text & UI — Nunito Sans
Clear, calm, highly legible at every size.
A humanist sans with soft terminals that pairs naturally with Fredoka. Used for body copy, descriptions, labels, captions and all longer-form text. Excellent small-size legibility and clean tabular figures for timers and balances. Weights 400–900.
Anti-pattern — do not reintroduce No thick stroked/outlined display fonts. No drop-shadowed text. No fully-justified body copy (the rejected Profile screen did this — it creates rivers and hurts readability). Body text is left-aligned, high-contrast, and never set in a display face.
Type scale

A six-step scale on the 4 pt rhythm. All player-facing strings live in string tables (GDD §16.6) and must tolerate ~30% expansion for localisation, including CJK for the Asia launch — components are sized for the longest expected string, never the English one.

Display XL Legendary!32 / 700 · Fredoka
Display L Your Collection25 / 600 · Fredoka
Title Kawaii Critters20 / 500 · Fredoka
Body L Choose how to reveal your figurine.17 / 400 · Nunito
Body Trade one character for one of the same rarity.15 / 400 · Nunito
Label · Caps NEXT FREE BOX12 / 800 · Nunito
05
Foundation

Spacing & grid

Generous space is half of how "premium" reads. The rejected screens packed elements edge-to-edge with heavy borders; the fix is air. One 4 pt base unit, used everywhere.

Spacing scale — 4 pt base
s1 · 4px
s2 · 8px
s3 · 12px
s4 · 16px
s5 · 20px
s6 · 24px
s7 · 32px
s8 · 40px
s9 · 48px
s10 · 64px
Layout rules

Screen margins

20 px safe gutter left and right on all screens. Content never touches the screen edge except full-bleed art (box-opening, cabinet 3D viewport).

Vertical rhythm

Sections separated by s6–s7 (24–32 px). Related items inside a group by s3–s4. Whitespace, not borders, is the primary way we separate content.

Touch targets & safe areas

Minimum 48×48 px for any tappable element. All layouts respect iOS/Android safe-area insets (notch, home indicator, the locked bottom navigation bar).

Corner radius

Rounded, consistent, friendly — never sharp. Four steps only.

8px · inputs, tags
14px · cards
22px · panels, sheets
pill · buttons, chips
06
Foundation

Iconography

One purpose-drawn icon family — never a free icon pack. Icons are soft-geometric: rounded corners, consistent ~2 px optical stroke, gentle curves echoing Fredoka. Two finishes.

Line icons

The default — used in lists, settings, labels and inactive states. Single-weight stroke, ink-600. Quiet by design.

Soft-filled icons

Used for the bottom navigation, currencies and primary actions. Gently dimensional with a soft inner highlight — tactile, not flat, but never the heavy 3D-bevel of the rejected screens.

Bottom-navigation icons — five tabs, locked order

Order per GDD §16.2 and the client's note: Home → Collection → Display Board → Mini-Games → Social. Icon-only with a gold active state; the active tab also shows its label (a hybrid that keeps the clean look while staying learnable — see UX principle 07). Settings is not in the nav — it lives under the profile avatar.

Home
Collection
Display Board
Mini-Games
Social
Currency icons — the three locked currencies

Each currency has one unmistakable icon, used everywhere a balance appears. Distinct silhouettes so they read instantly even at 20 px.

Unbox Tokens
Display Coins
Wish Crystals

Mini-game Stars (energy, not currency) and the Trade Ticket each also carry a single fixed icon. The icons shown here demonstrate the style direction; final art is drawn by the production artist to this spec.

07
System

Component library

One shared kit, used on every screen (GDD §16.4). Every component below is a live example of the actual system — hover and tap them.

Buttons — a strict three-tier hierarchy

Exactly one primary action per screen. Hierarchy is how a calm UI still guides the eye — not by making everything loud.

Tap any button

Primary (coral) — the one main action · Secondary (outlined) — alternative actions · Tertiary (text) — low-stakes dismissals · Glow (gold, animated sheen) — Register-2 spend surfaces only · Disabled — never hidden, always explains why.

Currency HUD — persistent top bar

All three balances, always visible on main screens. Tapping a balance opens its purchase/exchange flow (GDD §8.2). The "+" is a quiet, ever-present on-ramp — not a popup.

1,500+ 320+ 45+
Bottom navigation — five tabs, gold active state

Active tab: gold soft-fill, gold icon, visible label. Inactive tabs: icon-only, ink-400. The active label is the learnability safety-net for a five-tab, multi-market app.

Panels, dialogs & feedback

Daily Tasks

2 / 3

Standard content panel — surface fill, hairline border, soft elevation. No heavy shadow, no bevel.

Added to your collection 1H 53M
AllRewards TradesUpdates

Open a Premium Box?

This will spend 45 Wish Crystals.

A single confirmation dialog pattern covers every spend or irreversible action (GDD §16.4). Toasts are transient and non-blocking. Timers and counters use Nunito tabular figures so digits never jitter as they tick.

Component rules Every component is one surface fill, one hairline border, one soft shadow — no stacked bevels. States are mandatory for every interactive component: default · hover · pressed · disabled · loading, plus empty and locked states for any content container. A locked item always shows what unlocks it; an empty state always shows the way forward — typically through a clear next action, supporting illustration, and the relevant collectibles, never a personified host.
08
System

Motion language

Motion is how a calm UI proves it is alive. The client wants "wow" scrolling and emotionally engaging movement — that is delivered through consistent, physical, well-timed motion, not scattered effects. Motion follows the same three registers as everything else.

Timing & easing tokens
instant 90msquick 160ms base 240msexpressive 360ms cinematic 600ms+
ease-standard (.4,0,.2,1) ease-entrance (.16,1,.3,1) ease-spring (.34,1.56,.64,1)
The three registers, in motion
Hover / tap each tile
R1 · tap
spring
R1 · card
lift
R2 · glow
pulse
R3 · reveal
(staged)

Register 1 · Baseline

Quick (160–240ms), gentle decelerate. A light spring overshoot on taps for tactility. Screen transitions slide-and-fade; lists stagger softly on entry. Functional, never showy.

Register 2 · Glow

Slow ambient loops (2.5–4s) — a gold shimmer crossing the Subscribe button, a soft pulse on the Kiosk. Continuous, calm, hypnotic. Signals "special" without a hard sell.

Register 3 · Peak

Orchestrated and cinematic. Staged beats, anticipation pauses, springy overshoot, particle VFX, haptics. Reserved entirely for the box-opening and reward moments.

Micro-interaction rules

Every touch answers back

No tap is ever silent — a scale-down, a colour shift, a haptic tick. Input without feedback is the cheapest-feeling mistake a UI can make.

Things move, never blink

Elements enter and leave by moving and fading. Nothing pops in or vanishes instantly. Continuity keeps the world coherent.

Numbers count, they don't snap

Currency gains and XP roll up over ~600ms with a settle. Earning should feel earned.

"Wow" scrolling

Gentle parallax depth, soft staggered reveal of cards as they enter the viewport, a subtle settle at scroll end. Alive — never a wall of identical rows.

Reduced motion — non-negotiable Honour the OS "reduce motion" setting (GDD §16.6). When on: ambient loops, parallax and large transforms are removed; simple opacity fades remain. Motion only ever presents an outcome — turning it off never removes information or a reward, only the spectacle.
09
System

UX principles

Eight principles. Every Phase-2 screen will be checked against this list. They are the tie-breaker whenever two designs both look good.

Clarity first

The player always knows where they are, what just happened, and what to do next. If a screen needs explaining, it is not finished.

The core loop is never more than two taps away

Earn or buy → open a box → reveal → place it. From any screen, opening a box is at most two taps. The loop is the product.

Protect the peak

The box-opening is the emotional summit and its own full-screen mode. Nothing in the baseline UI is allowed to out-shout it — that is the whole reason the gallery stays quiet.

Design the peak-and-the-end

Players remember a moment by its peak and its final beat. Every reveal ends on a satisfying, well-sorted resolution — never a flat cut back to a menu.

Honest, generous monetisation

Spend surfaces are beautiful and inviting (Register 2), never deceptive. Real odds, real prices, no fake timers, no guilt. Pillar 4 — fair by design — is a UX rule, not just an economy one.

Earn the right to be loud

Animation and colour are spent like currency. Saved up across calm screens, then spent all at once on the reveal. Constant noise bankrupts the wow.

Built for everyone, everywhere

48px touch targets, AA contrast, rarity never by colour alone, system text-size and reduced-motion respected, every string localisation-ready for the AU/US/UK and Asia launch.

Made to be shared

The Display Board is a publishable, social- media-worthy artifact. Collection, board and reveal moments are all designed to look exceptional as a screenshot and a short clip — sharing is a core growth loop, not an afterthought.