Sawblades & Shurikens
Sawblades
& Shurikens
Role
Branding
UI Design
Motion Design
Game Design
Role
Branding
UI Design
Motion Design
Game Design
Role
Branding
UI Design
Motion Design
Game Design
Date
2024
Date
2024
Date
2024
Project Type
Mobile Game
Project Type
Mobile Game
Project Type
Mobile Game
Client
Meeko Games
Client
Meeko Games
Client
Meeko Games
Release Date
2025
Release Date
2025
Release Date
2025
Download
Download
Download
Available Soon
Available Soon
Available Soon
An oldschool arcade survival game, try your best to climb the leaderboard
Overview
Sawblades and Shurikens is a fast-paced indie arcade survival game where the player are endlessly dodging incoming sawblades and shurikens and try to survive as long as possible.
Overview
Sawblades and Shurikens is a fast-paced indie arcade survival game where the player are endlessly dodging incoming sawblades and shurikens and try to survive as long as possible.
Overview
Sawblades and Shurikens is a fast-paced indie arcade survival game where the player are endlessly dodging incoming sawblades and shurikens and try to survive as long as possible.
Approach
Working closely with the game designer, we leaned toward an old digital theme inspired by classic computers and arcade games. Bright neon lights and pixelated graphics capture the essence of retro gaming, creating a nostalgic atmosphere. The on-screen controls are mimicking the tactile feedback of arcade buttons, bringing back the authentic feel of classic arcade gameplay.
Approach
Working closely with the game designer, we leaned toward an old digital theme inspired by classic computers and arcade games. Bright neon lights and pixelated graphics capture the essence of retro gaming, creating a nostalgic atmosphere. The on-screen controls are mimicking the tactile feedback of arcade buttons, bringing back the authentic feel of classic arcade gameplay.
Approach
Working closely with the game designer, we leaned toward an old digital theme inspired by classic computers and arcade games. Bright neon lights and pixelated graphics capture the essence of retro gaming, creating a nostalgic atmosphere. The on-screen controls are mimicking the tactile feedback of arcade buttons, bringing back the authentic feel of classic arcade gameplay.
Design Process
With a theme inspired by 90s digital computers and arcade games, the main design elements include branding, user interface, character design, in-game elements, and animations.
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Design Process
With a theme inspired by 90s digital computers and arcade games, the main design elements include branding, user interface, character design, in-game elements, and animations.
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Design Process
With a theme inspired by 90s digital computers and arcade games, the main design elements include branding, user interface, character design, in-game elements, and animations.
Developing an integrated marketing campaign for a new cannabis product. This product, which can be either a consumable or a non-consumable, aims to stand out in the growing cannabis market.
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Userflow
The core flow should prioritize getting players into gameplay quickly, without unnecessary screens or choices. Signup/Login is optional and not required at startup; rather registering a 3-character name will suffice for the leaderboard feature. Other functions, like customization and stats are easily accessible from the main menu.
Userflow
The core flow should prioritize getting players into gameplay quickly, without unnecessary screens or choices. Signup/Login is optional and not required at startup; rather registering a 3-character name will suffice for the leaderboard feature. Other functions, like customization and stats are easily accessible from the main menu.
Userflow
The core flow should prioritize getting players into gameplay quickly, without unnecessary screens or choices. Signup/Login is optional and not required at startup; rather registering a 3-character name will suffice for the leaderboard feature. Other functions, like customization and stats are easily accessible from the main menu.


Wireframe
The interface is designed to keep the focus on the main screen with simple indicators on the top function bar. In earlier iterations, the submenus for Customization, Leaderboard, and Statistics were inconsistent, leading to a disjointed experience. The latest version unifies these into consistent pages, making navigation more intuitive for users. The meter below the main screen dynamically displays various information, such as page numbers, loading progress, or combo scores.
Wireframe
The interface is designed to keep the focus on the main screen with simple indicators on the top function bar. In earlier iterations, the submenus for Customization, Leaderboard, and Statistics were inconsistent, leading to a disjointed experience. The latest version unifies these into consistent pages, making navigation more intuitive for users. The meter below the main screen dynamically displays various information, such as page numbers, loading progress, or combo scores.
Wireframe
The interface is designed to keep the focus on the main screen with simple indicators on the top function bar. In earlier iterations, the submenus for Customization, Leaderboard, and Statistics were inconsistent, leading to a disjointed experience. The latest version unifies these into consistent pages, making navigation more intuitive for users. The meter below the main screen dynamically displays various information, such as page numbers, loading progress, or combo scores.

Wireframe
Mockup

Wireframe
Mockup

Wireframe
Mockup
Home
Booting up like an old computer, the main navigation features a simple layout designed to mimic a classic arcade interface.
Customization
Explore available characters and choose your favorite color. Different styles can be unlocked through achievements.
Leaderboard
Designed in the style of a classic arcade leaderboard, where players can check both weekly and all-time rankings.
Stats
Review your game statistics, from your favorite character to total shurikens destroyed. With a line graph displays your progress over recent games.
Setting
Adjust music and sound effects volume, switch control types, and enable button labels for better indication.
Home
Booting up like an old computer, the main navigation features a simple layout designed to mimic a classic arcade interface.
Customization
Explore available characters and choose your favorite color. Different styles can be unlocked through achievements.
Leaderboard
Designed in the style of a classic arcade leaderboard, where players can check both weekly and all-time rankings.
Stats
Review your game statistics, from your favorite character to total shurikens destroyed. With a line graph displays your progress over recent games.
Setting
Adjust music and sound effects volume, switch control types, and enable button labels for better indication.
Home
Booting up like an old computer, the main navigation features a simple layout designed to mimic a classic arcade interface.
Customization
Explore available characters and choose your favorite color. Different styles can be unlocked through achievements.
Leaderboard
Designed in the style of a classic arcade leaderboard, where players can check both weekly and all-time rankings.
Stats
Review your game statistics, from your favorite character to total shurikens destroyed. With a line graph displays your progress over recent games.
Setting
Adjust music and sound effects volume, switch control types, and enable button labels for better indication.
Gameplay
Players will navigate through incoming sawblades and shurikens, with each level lasting 60 seconds. As the levels progress, the speed and difficulty increase. To earn points, players must jump over projectiles, earning two combo points for each successful jump. Combo points multiply each point received, but they decrease every 10 seconds if the player fails to score. Occasionally, power-ups will drop from projectiles, offering different single use abilities to assist the player.
Gameplay
Players will navigate through incoming sawblades and shurikens, with each level lasting 60 seconds. As the levels progress, the speed and difficulty increase. To earn points, players must jump over projectiles, earning two combo points for each successful jump. Combo points multiply each point received, but they decrease every 10 seconds if the player fails to score. Occasionally, power-ups will drop from projectiles, offering different single use abilities to assist the player.
Gameplay
Players will navigate through incoming sawblades and shurikens, with each level lasting 60 seconds. As the levels progress, the speed and difficulty increase. To earn points, players must jump over projectiles, earning two combo points for each successful jump. Combo points multiply each point received, but they decrease every 10 seconds if the player fails to score. Occasionally, power-ups will drop from projectiles, offering different single use abilities to assist the player.