UI element category
Reward mobile game UI references
Browse 76 public Reward UI element references from real mobile games on Flomob. See how studios design reward components in live screens across genres, without creating an account.
Flomob’s public Reward gallery answers common research questions: How do successful games size and style reward components? Where do reward patterns show up—profiles, HUDs, shops, or social layers? Review the featured screens below, then sign up free to save references and unlock the full UI library.
UI elements · Mobile game UI · Interface patterns · Reward patterns · Public previews

Public preview
Tetris
PlayStudios (formerly N3TWORK Inc.)
Open this featured screen to explore the pattern, related categories, and game context. Log in to unlock the full gallery.

Public preview
Angry Birds 2
Rovio Entertainment
Open this featured screen to explore the pattern, related categories, and game context. Log in to unlock the full gallery.

Public preview
Hay Day
Supercell
Open this featured screen to explore the pattern, related categories, and game context. Log in to unlock the full gallery.

Public preview
Royal Kingdom
Dream Games
Open this featured screen to explore the pattern, related categories, and game context. Log in to unlock the full gallery.
More categories in this group
Frequently asked questions
What are Reward UI element references?
They are real reward components and treatments pulled from shipping mobile games, linked back to the screens and games where they appear.
How do designers use Reward patterns from Flomob?
Compare sizing, states, contrast, and placement across genres, then adapt those findings into your design system.
Are public Reward previews enough for deep research?
Public previews are a strong starting point. Sign up to unlock the full gallery, advanced filtering, and saved collections.
How to use these references
Use this Reward collection to compare how different games solve the same UX moment. Focus on hierarchy, clarity, and action emphasis rather than copying exact visuals.
Start by reviewing 3-5 examples, note repeated interaction patterns, then adapt those principles to your product goals and design system.