Design System

Build interfaces that feel like gameplay.

A curated collection of UI principles, micro-interactions, and layout systems optimized for gaming apps. Every pattern is battle-tested in production environments where clarity and speed are non-negotiable.

  • Kinetic Typography Systems
  • Particle-Accelerated Backgrounds
  • 3D-Responsive Card Tilt Systems
system_tokens.json active
"kinetic_delay": 0.1s,
"tilt_sensitivity": 0.8,
"particle_density": 32,
"ease_curve": "cubic-bezier(0.25, 0.46, 0.45, 0.94)"
Particle network visualization

The Design Lens

A criteria framework for evaluating UI decisions in gaming contexts.

Optimization Criteria

  • Performance: Sub-16ms frame budget for interactions. GPU acceleration for particle systems.
  • Clarity: 4.5:1 contrast ratio minimum. No interaction relys on hover alone.
  • Mood: Visual feedback loops that reinforce core loop (progression, acquisition, skill).
Trade-off: Smoothness vs. Accessibility

Complex animations may require reduced-motion fallbacks. We mitigate by testing with OS-level settings enabled.

What It Optimizes

  • Player retention loops
  • Intuitive skill feedback
  • Performance on mid-tier devices

What It Sacrifices

  • Maximum visual density
  • Zero-loading states
  • Generic "enterprise" aesthetics

Implementation Boundaries

  • Layer-1: Core system tokens
  • Layer-2: Interaction primitives
  • Layer-3: Composition blocks

Evidence & Constraints

Real scenarios that shaped these patterns. No assumptions without boundaries.

Constraint Mobile First, 60fps budget

On a mid-range Android device (Snapdragon 720G), particle systems exceeding 48 instances drop frames. We cap at 32 and use CSS 3D transforms for 3D tilt to offload to GPU.

// Cache intensive properties
will-change: transform; /* Hint to browser */
transform-style: preserve-3d;
Pitfall Over-Animation & Accessibility

Kinetic typography that fails the prefers-reduced-motion query is a deal-breaker. Every major animation must have a `transition: none` fallback that preserves readability.

WCAG 2.1 AA OS Settings Performance Budget
Assumption Consistent GPU Access

Assumes WebGL-enabled context for particle fields. Fallback to CSS `filter: blur()` is less performant but ensures compatibility. This changes our recommendation for low-end devices.

Particle field behind UI element
Particle density: 32 units. GPU render pass: 2.4ms.
With Motion
Pulse
Reduced Motion
Static
`prefers-reduced-motion` media query in action.
3D tilt diagram
Tilt sensitivity: 0.8. Preserve-3d enabled.

Glossary: A Curated View

Terms we use, and the specific meaning we give them. Not dictionary definitions.

Kinetic Typography

Type + Motion

Not just 'moving text'. It's type that responds to context. A level-up notification might track vertically. A currency counter might 'flip' with a subtle 3D rotation. The motion reinforces the semantics.

Particle Field

Ambient Feedback

We define this as *decorative* feedback, never *critical* information. A field of dots accelerating on a 'pull-to-refresh' gesture creates rhythm without obscuring the loading spinner's data.

3D Tilt System

Spatial Feedback

Uses `transform: perspective()` and `rotateX/Y`. We limit Z-axis translation to 4px to avoid causing motion sickness (a real consideration). It provides depth, not drama.

Mood Layer

Aesthetic State

A non-functional visual overlay (e.g., a subtle vignette, a color tint) that shifts based on game state (combat, inventory, shop). It's a low-cost way to signal context change.

Interaction Primitive

Core Building Block

The smallest unit of interaction: button press, swipe detection, drag-to-move. We document the *success* and *failure* state of each primitive, not just its appearance.

Design Token

System Variable

Not just colors. Includes animation durations, shadow intensities, and `ease` curves. A token change propagates through the entire system, ensuring consistency.

Want to see these applied in a live environment?

View the Implementation Example

Methodology Note

This system is evaluated against two primary axes: Robustness and Developer Experience. Every pattern must survive a refactor, and every token must be named for its intent, not its appearance.

Limits: This is a starting point, not an encyclopedia. We intentionally omit complex state machines (e.g., inventory drag-and-drop) because those are too context-specific. Focus here is on primitives that compose into complex flows.

Risk Mitigation: We use a "particle budget" (max active instances per view) and a "tilt threshold" (max rotation angle) to prevent overuse. These are runtime checks in the JS layer, enforced by design audit.

Trackeno © 2026. All patterns documented in the current year.

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