The game title as a standalone brand asset.
The logo sets the dynamic delivery tone of the project and connects the game screen, case card and visual package presentation into one system.

Marvin as a display font for logo phrases, win labels and UI accents.
The interactive specimen shows how the font supports the delivery concept: large reward phrases, bonus labels, digits, Cyrillic and short interface text can be tested directly inside the case.
ABCDEFGHIJKLMNOPQRSTUVWXYZ
АБВГДЕЖЗИКЛМНОПРСТУФХЦЧШЩЮЯ
0123456789 ? ! + ×
The main screen in desktop and mobile formats.
The screen block shows how the background, doors, character, interface and risk mechanic work together in horizontal and portrait compositions.


Closed, winning and losing door states.
The symbols show three states of the game-field choice: a closed apartment, a successful delivery and a dangerous door with the bandit. The set stays readable inside the main screen and supports the risk mechanic.



A standalone character for the danger state.
The bandit works as an independent visual asset: he supports the game character, makes the losing state clear and can be used in screens, promo materials and animation scenes.

Buttons and controls in the game style.
The UI set includes the main actions, stake controls, settings and game buttons. The elements stay readable while supporting the visual language of Delivery Crash.

A set of win states for the reward moment.
The win screens show the reward moment in the game style: large typography, packages, coins, light accents and a clear progression from Wow to Max Win.





Game windows and states.
The visual package includes windows the player sees during the game: stake selection, auto game and a system message. These screens continue the style of the main interface.



Music and sound effects for the game loop.
The audio set ties Delivery Crash into a complete game experience: ambient loop, interface sounds, doors, win states and short gameplay effects can be reviewed in one compact player.
