Independent Game Creator & UI/UX Designer

I design and build mobile games from concept to release, handling all illustrations, UI/UX and Unity implementation myself.

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Hidden object game


Mystic Hunt

Fortune-Telling Cats

Card-based prediction game

Hi, I’m Natalia, a graphic designer turned independent game creator.

I spent over 7 years in marketing design, and in 2022 I began teaching myself game development.


Today, I create entire games by myself: ideas, illustrations, UI/UX, animations and Unity implementation.



I enjoy building playful worlds, designing intuitive interfaces, and telling stories through visuals.

Mystic Hunt Case Study

Mystic Hunt is a 2D hidden object mobile game where players explore themed maps and collect items to progress.

Role: Solo Game Creator (UI/UX Design, Illustration, Game Design, Unity Implementation)

Tools: Procreate, Affinity Designer, Figma, Unity 2D, C# (with coder assistance for complex logic)

Release: March 2024

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I’ve always loved casual mobile games and digital illustration. The idea for Mystic Hunt began during a horror-movie night with friends. They showed me a small hidden object mini-game inside another title, and it immediately sparked an idea: what if I created my own illustrated hidden object world? At the same time, I started a Unity 2D course on Udemy and began piecing together the workflow.

Background & Motivation

Design goals:

  • Create a visually rich, atmospheric hidden object experience

  • Keep the interface simple, readable and intuitive

  • Support multilingual UI

  • Add light monetization without harming the gameplay

Production goals:

  • Ship a fully working game independently

  • Learn Unity UI, scene transitions and animation

  • Learn C# basics

  • Build a complete user journey: 

    menu → map → level → reward → next level

  • Casual players

  • Hidden-object fans

  • Players aged 13–45

  • People who enjoy stylized hand-drawn environments

Target Audience:

I started the UI by sketching simple layouts in Figma. At this stage I was defining:

UX Thinking & Design Process

  • Button shapes and colors

  • Early layout of the main map list

  • Icon style (music, sound, languages)

  • How to show “progress” and “locked” states

  • Basic screen structure: header → content → items

The first iterations focused heavily on functionality and clarity.

Visual Style & Illustration Pipeline

For the illustrations, I developed a 2-step pipeline:


1. Procreate:
hand-drawn sketches and outlines.


2. Affinity Designer: vectorizing all assets for scalability and clean lines.

This allowed me to keep the game’s visual identity consistent and crisp for all the future projects.

Final UI Design & UX Reasoning

Main Screen Goals:


  • Provide instant access to maps

  • Indicate progress (items collected vs total)

  • Differentiate unlocked vs locked maps

  • Make CTAs large and visible

Play Screen Goals:

  • Let the artwork fill most of the screen

  • Keep UI minimal: navigation on top, tools at the bottom

  • Keep tutorial hints unobtrusive

My friends’ and family’s feedback greatly helped me improve the design while I was testing the game.

App store Icons:

I implemented all UI screens, transitions, item animations and basic game logic inside Unity.
With the help of a developer, I completed:

Implementation in Unity

  • Item detection logic

  • Map progress saving

  • Ad integration

  • Multilingual UI switching

  • Shop functionality

Outcome & Learnings

Even with limited budget and almost zero marketing, Mystic Hunt gained players organically on both platforms. Through this project, I learned how to build a full mobile game pipeline, from concept to store release, including Unity UI/UX production flow, gameplay logic, monetization basics and the importance of iteration for clarity and usability.

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Fortune-telling cats Case Study

Fortune-Telling Cats is a casual card-based prediction game. Players shuffle whimsical cat-themed cards, flip them over and rotate them to match symbols, revealing humorous life predictions.

Role: Solo Game Creator (UI/UX Design, Illustration, Game Design, Unity Implementation)

Tools: Procreate, Affinity Designer, Figma, Unity 2D, C#

Release: July 2024

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The idea for Fortune-Telling Cats came from a paper divination card game my sister and I used to play at our grandmother’s house during summer holidays. Each card had matching symbols that revealed “life predictions.” I wanted to bring that childhood memory into the digital world. My goal was to create something light-hearted, visually warm, and easy to play, even for people who don’t usually play mobile games.

Background & Motivation

Design goals:

  • Create a cozy, humorous, cat-themed atmosphere

  • Keep the UI light, clean and friendly

  • Make the matching mechanic readable at a glance

  • Ensure that predictions feel fun, not serious

  • Support multiple card types (Life Path, Romantic, Success Seeker, Random Predictions)

Production goals:

  • Ship the full game independently

  • Implement card-flipping and rotation mechanics

  • Build a fully navigable card-selection interface

  • Add basic sound and light monetization

  • Casual players

  • Fans of cats and cozy games

  • Players aged 13–45

  • People who enjoy light humor and predictions

Target Audience:

I began by mapping the core flows in Figma:

UX Thinking & Design Process

  • How players select the card type

  • How they shuffle and open cards

  • How card rotation works

  • How predictions appear

  • How players return to the menu smoothly

The early iterations focused on clarity, soft colors, and large, comforting UI elements.

Visual Style & Illustration Pipeline

The art direction needed to be warm and friendly. I used a 2-step illustration pipeline:

1. Procreate:
Sketches, poses, cat expressions, doodles and rough card layout.

2. Affinity Designer: Vectorizing each cat, symbol, and decorative element for clean lines and a consistent style.


This pipeline helped keep the style cohesive across all card categories.

Final UI Design & UX Reasoning

Deck Selection Screen Goals:

  • Introduce each deck visually

  • Show the mood of the predictions

  • Keep navigation simple

Card Flip Screen Goals:

  • Keep a calm visual environment

  • Make rotation intuitive and tactile

  • Reveal predictions with playful motion

App store Icons:

I implemented the full game loop in Unity, including:

Implementation in Unity

  • Card shuffling logic

  • Card rotation detection

  • Prediction reveal system

  • Saving system

  • Transitions and simple animations

Outcome & Learnings

Even with a very small budget, the game reached players organically and passed 500+ downloads on Android. The project helped me refine my skills in illustration, UX thinking, Unity production flow and building replayable, feel-good experiences.

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Contact Me

contact@idlenoons.com

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