Maryna Chubina's Work | ContraWork by Maryna ChubinaMaryna Chubina
UI/UX Designer from Ukraine
Project Title: Surreal World 🌀✨
Description: Hey everyone! Here is my submission for the Recraft Challenge — a poster series called "Surreal World"! 🎨
For this project, I dove deep into the Public Domain Image Archive and gathered vintage 18th and 19th-century illustrations from various talented artists of that era — think old-school book engravings, scientific botanical plates, and classical etchings.
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I wanted to give these historical artworks a fresh, weird, and fun twist by mixing them with modern surrealism, bold colors, and psychedelic vibes. With Recraft, I blended classic cross-hatching textures and aged paper looks with funky symbols, neon contrasts, and dreamlike patterns.
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Hope you enjoy this little trip where history meets surreal imagination! Let me know what you think! 👇✨
https://www.recraft.ai/project/4a9a153e-3e4f-457c-8b35-d6cc58a07655 Hidden Objects — Mobile Game UI/UX Concept
Overview
Hidden Objects is a personal mobile game UI/UX concept designed for iPhone. The project explores the visual presentation of a hidden-object game through a collection of interface screens, gameplay environments, and mobile device mockups.
My Role
UI/UX Designer
Project Type
Personal Concept Project
Platform
iOS / iPhone
Scope of Work
Game UI Design
Splash Screen
Level Map
Gameplay Screen Design
Three Game Environments: Entrance Hall, Reading Room, and Dusty Archive
Win / Lose Pop-up Windows
Promotional Banner
Mobile Device Mockups
Design Approach
The goal was to create a cohesive visual concept for a mobile hidden-object game, presenting its key screens and gameplay environments as parts of a unified experience.
The project combines standalone interface designs with smartphone mockups to showcase both the individual screens and their presentation in a mobile context.
Key Screens
Splash Screen — Introducing the game's visual identity.
Level Map — Presenting the level selection experience.
Gameplay Environments — Three locations designed for hidden-object exploration: Entrance Hall, Reading Room, and Dusty Archive.
Win / Lose Pop-ups — Representing the two possible end-of-level outcomes.
Deliverables
A visual presentation of the game's key screens, gameplay environments, promotional banner, and mobile device mockups.
Let's Connect
I'm open to freelance opportunities, collaborations, and remote UI/UX design projects in the gaming industry. UI/UX Design for Hidden Object Game on iPhone