We are looking for a designer to design the visual look for our next high quality game Sudoku FRVR. The game is going to be played on both web and mobile.
Our native resolution is iPad Pro at height: 2732px, width: 2048px, or width: 2732px, height: 2048px.
The game is a single screen sudoku app, with a classic 9 by 9 grid, divided into 3 by 3 blocks of cells (see screenshots).
You can play a demo of the game here (Please disregard the existing graphics, they are purely there to make the game work)
Besides the main grid, the game contains:
- A timer
- A "strikes" indicator (how many errors have you made, up to 3)
- A "hint" button
- A "help" button
- A "numbers" pad (For selecting primary numbers)
- A "notes" pad (For selecting hints)
All these elements can be seen on the annotated screenshots.
The flow is like this:
- Tap a cell in on the board, which is then selected.
- Then tap a number in the "numbers" pad, which is then filled in the cell
- *Or* tap one or more numbers in the "notes" pad, which are then added to the cell
Numbers that are correct are colored a "correct" color (green, right now).
Numbers that are incorrect are colored an "incorrect" color (red, right now).
Notes that are wrong are colored an "incorrect" color (red, right now).
The game has landscape and portrait layout (see screenshots).
In the landscape mode, the numbers and draft pads are moved, along with the timer, strikes indicator, hint- and help buttons.
Design elements that are important to remember in the screen:
- Selected cell (visually distinct and clear)
- Highlighted cell (visually distinct from "selected", and more discreet)
- A cell can both be highlighted and selected at the same time
- Blocks (either by spacing, lines or other)
- The numbers 1-9, as large and easily legible on small screens as possible
- Notes numbers (Smaller and different from regular numbers) from 1-9, that can ALL fit into a cell at the same time
- Number pad buttons (regular, selected and disabled modes)
- Draft pad buttons (regular, selected and disabled modes)
- Strikes indicator (currently they are 3 smileys, that get replaced by "forbidden" symbols, but feel free to change this)
- Tileable background behind the game
-- Tileable Background:
The background should tile perfectly, allowing it to fill any screen area. This element can have a transparent/semi transparent pattern or shape that overlays a gradient, to provide a more interesting look.
See "Tiled background with gradient.png" for an example.
Again, this is file is purely attached for demonstration purposes, please do not choose your artistic style from this :)
- Maximize the size of the cells and the buttons, and the size of the numbers, but still make it look good. The game will be played by older people, often with bad eyesight.
- Make it stylish and harmonious and classy, and draw inspiration from the mood board (unless you have a better idea)
- You are free to move the number pads and timer/strikes/help/hint elements a bit (to make things align and look good). Remember the design must work well in both horizontal and vertical mode.
- Make room for the menu button in the lower left corner (see screenshots)
- You are free to use either lines (like in classic printed sudoku) or spacing (like in the screenshots) to distinguish cells and blocks, as long as selections and highlights work
- There must be a clear visual distinction between "numbers" and "notes" in both number/notes pads and the cells on the board.
Vector based graphics/scalable graphics are preferred. Again the game is played in both portrait and landscape.
Naturally the assets should work well together in a game.