The game title as a standalone brand asset.
The logo keeps the Take My Muffin identity recognizable: bold cartoon lettering, a white horned shape, green, blue and yellow typography, red decorative elements and a strong black outline.

The official Take My Muffin animated-series font.
The interactive specimen shows how the official IP display font works in a slot context: logo phrases, win labels and short UI text can be tested directly inside the case.
ABCDEFGHIJKLMNOPQRSTUVWXYZ
abcdefghijklmnopqrstuvwxyz
Main and bonus screens for a licensed IP slot.
Desktop and mobile screens present the slot as a scene from the animated series across two states: base game and bonus game. The night background, large character, grid with series characters and objects, bonus block and bright red spin button keep the mood and readability consistent in both formats.




Tutorial screens for the first-run mechanics.
Onboarding screens explain the key game rules in the same licensed-IP style: bonus states, action sequence and player hints feel like part of the main slot interface.




Main and bonus backgrounds for the Take My Muffin world.
The background set keeps the same night landscape composition in two color states: a deep blue main-game background and a purple bonus-game background with clouds, stars, rocks and distant mountains.


High/Low Idle/Match, scatter and multiplier symbols.
The symbol sheet keeps the licensed animated-series look inside slot production: idle and match states for high/low symbols, object-based low symbols, a dedicated scatter and colored multiplier badges.
















































Early symbol sketches before the final production pass.
The sketch board shows the first search for shape, silhouette and mood across character, low, scatter and cover symbols. These rough passes help validate readability and IP character before the polished art pack.




















Korney mascot in idle and match states.
The mascot block shows a dedicated character state set: idle, transition to match and two match poses. The scale is aligned by the unicorn cat itself, so rainbow FX does not define the character size.




UI element set for the game interface.
The UI block shows a set of slot buttons and controls: primary actions, secondary settings and interface elements keep the project style consistent, readable and visually connected to the characters, symbols and game screens.

Rules, symbols and feature explanations inside the game interface.
The guide is part of the playable slot interface: it explains symbol values, scatter, bonus game, multipliers, free spins, combinations and other player-facing rules.







Reward states for different win levels.
The Big Win set shows reward moments in ascending order: Wow, Fantastic, Epic, Legendary and Max Win. Typography, the character, effects and coins work as a player-facing layer over the game state.





System and bonus states for the mobile game UI.
The block shows player-facing states that complement the main screen: bet, auto play, buy screen, error message, bonus win and bonus end. These windows continue the main interface style and test how the visual system works in real game scenarios.





