Unity Auto-Battler UI Polish
Budget: ₹75,000 – ₹150,000 INR
I already have a functional spatial auto-battler prototype in Unity, think Backpack Brawl meets deck-building. The core gameplay, inventory grid, and combat logic are missing; plus the premium feel that convinces players to stay.
Priority: UI/UX refinement in a fantasy-medieval theme. Menus, navigation flows, the draggable inventory grid, and the real-time combat interface all need to become intuitive, readable, and visually cohesive. Clean, modular C# is a must while improving clarity, with fully working backend.
Once the interface shines, sprinkle in polished particle effects, crisp grid visualization, and satisfying item feedback loops so each placement or attack pops. Addressables or asset bundles should be set up for everything you touch.
Deliverables
• Re-designed menus, navigation hierarchy, inventory screen, and combat HUD following the agreed fantasy-medieval style guide
• Commented C# scripts with no hidden dependencies, ready for code review, full backend and game logic
• Prefabs, VFX, and shaders for grid highlights, item pickup/equip, and combat resolution
• Build-ready project with all new assets packaged via Addressables
Acceptance Criteria
• End-to-end navigation performs flawlessly at 30 fps on target hardware
• Grid interactions and combat actions provide visual/audio feedback within 100 ms
• No missing references or errors; passes my static-analysis ruleset
If you’ve shipped inventory or grid-based mechanics before, you’ll feel right at home.
Priority: UI/UX refinement in a fantasy-medieval theme. Menus, navigation flows, the draggable inventory grid, and the real-time combat interface all need to become intuitive, readable, and visually cohesive. Clean, modular C# is a must while improving clarity, with fully working backend.
Once the interface shines, sprinkle in polished particle effects, crisp grid visualization, and satisfying item feedback loops so each placement or attack pops. Addressables or asset bundles should be set up for everything you touch.
Deliverables
• Re-designed menus, navigation hierarchy, inventory screen, and combat HUD following the agreed fantasy-medieval style guide
• Commented C# scripts with no hidden dependencies, ready for code review, full backend and game logic
• Prefabs, VFX, and shaders for grid highlights, item pickup/equip, and combat resolution
• Build-ready project with all new assets packaged via Addressables
Acceptance Criteria
• End-to-end navigation performs flawlessly at 30 fps on target hardware
• Grid interactions and combat actions provide visual/audio feedback within 100 ms
• No missing references or errors; passes my static-analysis ruleset
If you’ve shipped inventory or grid-based mechanics before, you’ll feel right at home.