← UI & UX studies

UI & UX / Racing game concept

Neon Wake.

I designed a canal-racing interface that connects the garage, the course, and the championship. Bold menus set the pace; a restrained race HUD leaves room for the water.

My work Flows · Wireframes · UI & visual design

Figma 18 game screens · Personal concept

The design decisions

Built around the race.

Neon Wake is a hovercraft racing concept set on canals. The interface moves from deliberate choices in the garage to quick, readable information on the water.

A consistent racing identity

The approved wordmark, condensed italic headings, navy surfaces, cyan focus states, and coral accents connect each screen to the Neon Wake brand.

The world stays visible

A compact HUD keeps position, timing, the minimap, and boost near the screen edges. The quieter menus use atmospheric lighting and dark-blue glass surfaces.

One craft, distinct views

Separate scenery and transparent craft artwork support editable UI. Front and elevated views make tuning and livery choices easier to read without changing the vehicle identity.

Personal game concept, not a released or user-tested game. The 18 wireframes and 18 finished designs use editable Figma UI over separately generated, art-directed scenery and craft assets. Linked screens demonstrate navigation; racing, saving, tuning, and progression are proposed behaviors rather than a working game.

Explore in Figma

Wireframes & flows.

Editable UI-only wireframes, organized in the same sequence as the finished mocks. The preview is open to view.

Explore in Figma

The finished screens.

All 18 active game screens, with editable UI, native glass effects, and separate artwork. The preview is open to view.