It is necessary to develop an interface design for a web project in the format of a 2D–2.5D scene with cars and short races. This is not a marketing site and not a classic landing page, but an interactive gaming interface where the user spends most of the time on one screen, makes choices, and observes the racing process.
The project is cyclical. The user enters the site, sees the track, cars, a timer until the start, and an interface for selection. After the race starts, the interface simplifies, focusing on the race itself. After the race ends, the results are briefly shown, and a new cycle starts immediately.
What is needed is the design of the scene and the interface. The implementation of logic, animations, and frontend is not part of the task.
Screens and States
Upon first entry, a separate disclaimer screen is provided for confirmation before proceeding.
After that, a universal loading screen is used, which may appear upon first entry, before the race starts, and between game cycles.
The main screen before the race starts. It shows the current track, the placement of cars, a timer until the start, a betting area for a specific car with an automatic calculation of potential winnings, as well as a short list of results from the last 5–10 races (which car won). The screen constantly displays fixed elements: the project logo, a wallet connection button (after connection — a constantly visible wallet), the user's balance, and a footer with links to ToS, Privacy Policy, and Twitter.
For wallet connection, balance management, viewing game rules, ToS, Privacy Policy, and system messages, pop-up modal windows are used.
A separate screen or large modal is provided for the referral system.
The state at the start of the race. At this moment, the interface is cleared of auxiliary elements: the betting area and the history of results disappear or collapse, and the racing scene becomes larger. The race is displayed in the main window with the option to expand it to full screen. Minimal information about the current positions of the cars is displayed on the side or over the scene without timings and statistics.
After the race ends, a short post-race state is used without a separate results screen. The winning car is highlighted, a brief message about the end of the race appears, after which a new cycle starts automatically.
Tracks and Cars
For each track, the designer must establish the direction of movement and a conditional route (guideline) suitable for further animation of car movement on the frontend.
It is necessary to design three different tracks. They should be simple, readable, with different orientations or configurations, without overloading details. The starting placement of cars should always be visible on each track.
The cars should be drawn as separate objects in a unified style. All cars are equal in logic, without upgrades and characteristics, differing only visually.
Tracks and cars should be prepared as separate assets, not merged into one layout. The expectation is to deliver in the form of Figma components or separate SVG/PNG with a transparent background, suitable for further use on the frontend.
Animations
The final animation of car movement is implemented on the frontend. The designer is not expected to create full-fledged animations. If desired, the designer can show an example or the logic of movement in the form of a prototype, but the main task is to prepare the scene and objects.
There should be no constant background animation. Movement appears only during the race.
Style and Presentation
The interface should be modern and contrasting, with a clear focus on action and timing. Without overloading with text, numbers, or decorative elements.
The color scheme should be chosen consciously, based on the principles of neuromarketing and behavioral psychology. It is expected that the designer can justify the choice of key colors and accents: what exactly they emphasize (action, tension, anticipation, positive outcome) and how they affect the perception and decisions of the user. The logic of its application in the interface is more important than the palette itself.
Admin Panel (Design)
It is also necessary to provide a design for a minimal admin panel for internal use. The admin panel is not a public interface and should be utilitarian and functional, without decorative elements.
The admin panel is intended for monitoring and operational control of the platform and should include the following sections:
– an overview dashboard with the current game status, cycle timer, overall platform balance, and a brief financial summary for the day;– a list of races with basic information for each cycle;– aggregated information on bets in races;– a list of users with minimal data (wallet, balance, status);– deposits and withdrawals with statuses;– a referral system with accruals and holds;– a control block with the ability to pause bets, deposits, and switch the platform to emergency modes.
The design of the admin panel is expected to be at the level of wireframe / basic UI without deep analytics and without processing business logic.
Work Result
A Figma file with designs for desktop and mobile, main screen states, prepared assets for tracks and cars, as well as a basic UI kit is expected. Layout and code are not needed.
The project is considered as an interactive scene, so it is important for the designer to think not as a landing page author, but as a specialist in gaming or dynamic interfaces.
LogoIt is also necessary to develop a simple minimalist logo solution for the platform (wordmark or simple sign), which will be used in the header of the interface and on the loading screen.