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Godot 4 UI Implementation for a Mobile Training App

Godot 4 UI Implementation for a Mobile Training App

Pending
💰 CAD 750–1500 👤 Unknown 🕒 9d ago status: new
Mobile App Development Animation Software Development Game Development UX / User Experience UI / User Interface Prototyping Visual Design Game UI Godot
I already have locked-in visual direction, detailed HTML mock-ups, and an Implementation Guide. Your task is to recreate every pixel of those references inside Godot 4.x, relying on the engine’s native Theme and StyleBox system, Tween / AnimationPlayer for state transitions, and a small set of custom shaders that deliver the claymorphic surface effect. Because the job is pure implementation, not design, I need someone who feels at home with advanced Godot workflows: nested scenes, exported Theme overrides, GDScript-driven animation cues, and tight asset organisation. The mock-ups include interactive buttons and icons and they set the bar for how the finished work must look and feel. Particular care goes to the claymorphic component family—Button, Card, Bottom Nav, Toast, Modal, and Bottom Sheet. They must match the reference screens at the same high quality and behave correctly under hover, press, disabled, and dark-mode variants. Deliverables • Reusable Theme resource with all tokens defined • StyleBox assets and the claymorphic shader (ready to tweak by token) • Individual .tscn files for each component and the first 4-5 reference screens wired for navigation • GDScript controlling state changes via Tween/AnimationPlayer • A short README explaining any setup notes or shader parameters Acceptance criteria The screens compile in a clean Godot 4 project, visually match the HTML reference within a few pixels on 1080p, and every interactive element responds with the specified easing curves and timing. If this sounds straightforward, let’s get those screens live. Comment "3v3" if you want to be considered.
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