Mobile

Most players meet these games on a phone. Every slot we shipped on Stake has a portrait build, and the portrait build is its own design problem. Landscape gives you width to spread out. Portrait takes it away, so the reels get taller, the HUD compresses, the symbols have to read at a fraction of the size, and anything a player touches has to sit under a thumb. I treat that as a foundational pass with its own rules, holding the same feel on a screen that behaves differently.
This page collects the mobile work: portrait builds for Tilt and Kingdom Cascade, interface and gameplay design for Mix Mechs (a Telegram strategy title for AlphaTON Capital), and mobile UI for Mindframe, which stays under wraps until release.
Portrait Builds
Three titles shipped on Stake in 2026, focusing on the 2 nicest below
Tilt
RELEASED September, 2026
Orientation: Portrait, 9:16
Screens: Start Screen, Base game, Feature Buy, Big Win
Eloh Labs : Game Design and Art Direction
CM Tech Solutions : Game Design, Math and Tech




Kingdom Cascade
RELEASED August, 2026
Orientation: Portrait, 9:16
Screens: Start Screen, Base game, Feature Buy, Bonus
Eloh Labs : Game Design and Art Direction
CM Tech Solutions : Game Design, Math and Tech




What Changes on a Phone
Symbol hierarchy. Premium symbols have to separate from royals at thumbnail size, so silhouette and value do the work that detail does on a monitor.
HUD compression. Balance, bet, and win stay readable while giving back every pixel the reels need.
Thumb zones. Spin, bet, and the buy feature sit where a thumb lands on a phone held one handed.
Motion budget. Cascades, wins, and feature transitions have to read on a smaller screen without burning frames or attention.
Numbers and text. Win counters, multipliers, and feature copy get set for the smallest device, then checked upward.
Checked on the device. Every pass gets reviewed on a phone in hand, since a monitor lies about scale.
Mix Mechs
AlphaTON Capital · Telegram · 2025
A blockchain gaming ecosystem built for Telegram, where the whole game lives inside a mini app. I led the project and set the art direction, built the full art pipeline, and designed the features and the gameplay screens.
Each Feature carries the collection, so the art had to hold up while parts, loadouts, and upgrades change underneath it. I designed a dynamic asset system with my Technical Director that allowed us to lazy load all assets as the NFT IDs were called so new mechs and variants could ship without redrawing every screen.
Images: Loading Screen, Mix Hanger Progression, Welcome Screen, Agent Designer, Mech Blueprint (Mobile Asset Sheet), Image Lightbox, Leaderboard, Mech NFT Card, Mech Gallery, Slot Evolver, Slot Evolver in Action









Art Bible and Style Guide
I wrote the style guide that kept Mix Mechs consistent across the pipeline: palette, proportions, materials, and the UI conventions, with do and don’t comparisons for the calls that go wrong most often. It set the benchmark artists and vendors worked against so the look held as the asset count grew.








