Home / Work / DeepMine Stacking

2026 · Web

DeepMine Stacking

Year
2026
Role
Art Direction
Type
Client
Discipline
UX/UI, web development
Team
Led art direction
Status
Live

Problem

Staking unreleased game assets is abstract; a generic crypto dashboard would have broken the world.

Approach

I directed a staking product that looks like DeepMine and behaves like finance.

Outcome

A live Shelter site that extends the game brand into DeFi instead of handing that layer to a template.

Finance inside a game world

Staking Shelter let people lock upcoming DeepMine assets before gameplay started, in exchange for DMP. That is a trust problem as much as a UI problem: you are asking someone to commit to a world that is not fully playable yet.

I directed the site so it feels like DeepMine — the mine, the materials, the sci-fi register — while the staking actions stay explicit. No mystery where money is concerned. The design had to hold both: world-building and a clean confirmation of what you are staking, for how long, and what you get.

This was a design-and-development engagement I art-directed. The product sits at shelter.deepmine.world as a distinct surface, not a buried settings page.

Three calls that kept it a game, and finance

  1. 01

    A dedicated Shelter, not a buried settings page

    Staking unreleased assets is a trust problem. Giving it its own product surface says the action is intentional — not a DeFi widget hiding in the game footer.

  2. 02

    World-building stays; money language gets explicit

    The site had to look like DeepMine and still confirm what you stake, for how long, and what you get. Mystery is for the mine. It is not for the transaction.

  3. 03

    Asset cards as the unit of the interface

    Players already think in cards. The staking UI uses that object so the financial action feels like part of the inventory, not a jump into a different brand.

What I designed

A staking interface inside the DeepMine visual system: asset cards, yield language, and a flow that treats DeFi mechanics as part of the game rather than a bolt-on from a different brand.

What I’d do differently

  • I would have written the empty and error states for failed chain transactions before the hero animation — that’s where trust actually breaks.

  • I would have designed a “what you already staked” view as a first-class screen, not an afterthought to the deposit flow.

FAQs

A staking product I directed for DeepMine: players could lock upcoming game assets at Shelter and earn DMP before gameplay started.
The site uses the DeepMine visual world — mine, materials, sci-fi register — while staking actions stay explicit. Mystery is for the mine, not the transaction.
It lives at shelter.deepmine.world as its own product surface, not a buried settings page in the game.
I would have written empty and error states for failed chain transactions before the hero animation — that is where trust actually breaks.

Become the Designer Who Can Ship High-End Sites Fast — and Keep 100% of the Revenue 😎

Stop waiting on developers. Start shipping complete websites — and keep all the revenue that comes with it.

Book a 1:1 Session
1:1 sessions and design consultations with Sergei Chyrkov