Sonic Emerald (ficcional game UI Design & Art)

This project aims to create the Interface Design of a game that I am developing for the purpose of professional improvement.

Sonic Emerald is an Infinity Run-style 3D mobile game where Sonic & Cia must retrieve the 7 Chaos Emeralds that were fragmented at the Angel Island in a match against Dr. Eggman.

In the game the player can choose his favorite character and race against tiem by picking up the Emerald fragments, the classic rings and fighting the robotic enemies, compete for the ranking against his friends on social networks.

Art Direction - Thiago Lopes

Design - Édipo Gama

Tools used:

Photoshop - Illustrator - Figma


#uidesign #fullrendered #sonic #gamartz #icons #gameart #illustration

Sonic Emerald's logo
minimalist mockup of screens on smartphone






Sonic Emerald's logo



The words of the logo “Sonic” and “Emerald” were vectorized and restyled according to artistic needs. The first was a direct vectorization of the original Sonic series logo, the second originated from the free-use Super Mario 256 typography.

For the titles present in the game interface, the font Function was used. Its elongated shape facilitates reading, and its rectilinear base causes greater harmonization with the emerald, central element in the game.

The running texts in turn appropriated the Oswald-like forms, stylish, modern and pleasing to the eye.

The color palette was built from the two main colors present in the original logo of the Sonic series (Blue and Yellow) and complemented with green referring to the game's main Emerald, and two shades of red, a trademark of the protagonist's classic sneakers.



The first prototyping was important to think about game mechanics, player incentives as a Daily, Achievements and Rewards panels and mainly to clarify the numerous icons that would have to be produced, even if it is a simple game. The number of items was the biggest challenge without a doubt.

From the first to the second prototype there was a need for modifications and additions, as will be presented.



Prototypes are designed for a minimum dimension of 640 x 360 pixels. Emeralds and crystals form the aesthetic base of the boxes, while flat and slightly embossed color figures are the quick-read icons.

After prototyping, a brief assessment was made with friends and potential consumers of the game, from people who were not in the habit of playing games of any kind to people with long experience both playing and producing games.


The feedbacks were:

  • In general, they claimed to have a good navigation through the menus, with no reports of getting lost in any thumbnail;

  • The interface elements are attractive and flashy, but some icons leave doubt as to their function, such as the Ranking icon that resembles Achievement, and Share which can be interpreted as a map;

  • Many buttons have excessive brightness and detail, making it difficult to read or increasing the time to understand their function, such as the Options menu and Character Selection arrows;