Customer Spotlight5 min read

How QualiArts Achieved Console-Quality Mobile Game UI/UX with ProtoPie

Learn how QualiArts, CyberAgent's mobile game studio, cut animation review times by 70% and hit 99% product fidelity using ProtoPie — without sacrificing the tactile "hand-feel" their players demand.

ProtoPie
ProtoPieFebruary 27, 2026
Header image for the QualiArts case study featuring the IDOLY PRIDE game characters and the ProtoPie logo. The text highlights the theme of pursuing uncompromising 'touch' and innovation in game UI development.

QualiArts, a smartphone game development studio under CyberAgent, has consistently redefined UI/UX standards in the Japanese mobile gaming market by delivering console-quality experiences. Their flagship title, the idol-management RPG IDOLY PRIDE, is a prime example of what happens when a studio refuses to compromise on the details of mobile game UI prototyping.

For QualiArts, great UX/UI design isn't just about how a game looks–it's about how it feels. The team obsesses over "hand-feel" (手触り tedzuri): the precise tactile feedback of every tap and swipe. A mere 0.1 second lag in character selection can break player immersion entirely.

Delivering on that standard, however, once came at a steep cost.

Screenshot of the ProtoPie Handoff interface displaying detailed interaction recipes for engineers. The view shows specific values for duration, delay, and easing curves (cubic-bezier), allowing developers to implement the IDOLY PRIDE UI with 100% accuracy.

The Bottleneck: A Three-Day Wait for Every Tweak

Before adopting ProtoPie, QualiArts' UI implementation workflow required a complex handoff across Figma, After Effects, and Unity. Designers would craft detailed animations in After Effects–but these remained static videos. Translating that vision into an interactive, testable state in Unity typically took engineers three full days.

Diagram illustrating the legacy UI development process before utilizing ProtoPie. The workflow moves from Screen Design in Figma to Video Mocks in Adobe After Effects, and finally to Unity Implementation. A callout highlights key pain points of this workflow: the inability to verify usability with video only and the high cost of sharing animations with engineers.

When the implementation finally arrived, it was often "close, but not perfect." Subtle issues–a slightly delayed button bounce, awkwardness during rapid tapping–were common. Because each correction triggered another three-day cycle, designers began self-censoring their most ambitious ideas, defaulting to "safe" rather than "innovative" solutions.

The result: a creative bottleneck driven not by lack of talent, but by the high cost of iteration.

From 3 Days to 90 Seconds: Prototyping with ProtoPie

QualiArts selected ProtoPie as their primary tool for pre-build mobile game prototype validation. The deciding factor was ProtoPie’s ability to replicate IDOLY PRIDE’s highly complex level-up sequences with such precision that they were indistinguishable from the final Unity implementation.

With ProtoPie, the validation cycle evolved from three days to just 90 seconds. Without writing a single line of code, designers can build advanced interactions—including synchronous displays, particle effects, and haptic feedback—and push them instantly to devices like iPhones.

The workflow is now as simple as: tap, adjust by 0.03 seconds, tap again to verify. Designers iterate until they're personally satisfied. This also allows teams to catch ergonomic issues and Android-specific performance bottlenecks during the design phase–problems that static mockups would never surface.

Screen recording of the ProtoPie Studio interface showing the timeline and interaction panel. A designer adjusts specific animation curves and timing parameters for the game UI, demonstrating the ability to rapidly iterate on detailed interaction rules without coding.

Ending the "Game of Telephone" Between Designers and Engineers

The most transformative change came at the "handoff" stage. ProtoPie’s Handoff feature automatically generates precise, implementation-ready specifications directly from the designer’s interactions:

  • Accurate timing: "0.18s" instead of "make it fast."
  • Precise easing: "Cubic-bezier functions" instead of "make it bouncy."
  • Explicit values: Concrete numbers for scale, opacity, and coordinate transitions.

The result is a mobile game prototyping workflow where nothing gets lost in translation.

The difference is as stark as telling someone to "paint it blue" versus handing them a specific HEX code. Engineers no longer waste time interpreting intent or chasing clarification across endless Slack threads.

By combining Figma for layouts, ProtoPie for interactions, and ProtoPie Cloud for handoffs, QualiArts achieved 99% product fidelity while reducing animation review times by 70%.

Chart titled 'Efficiency gains and seamless integration powered by ProtoPie' detailing four key workflow improvements. The section covers: 1) Rapid Interaction Testing on real devices for instant feedback, 2) Streamlining internal proposals using dynamic UI prototypes with Figma integration, 3) Smooth Handoff to engineers using interaction recipes and URLs, and 4) Building Hi-Fi Prototypes with intuitive controls to define animation rules.

A Cultural Shift: Designing with Confidence

The impact of ProtoPie at QualiArts goes beyond workflow efficiency–it has fundamentally changed how the team approaches design.

Designers who once suppressed ideas to protect engineering bandwidth are now free to experiment and propose ambitious prototypes. In IDOLY PRIDE, where players expect a premium experience, every UI element–from parallax effects and multi-layered displays to context-sensitive micro-interactions–is now tested hundreds of times in ProtoPie before a single line of Unity code is written.

The results are so precise that upon final implementation, even the designers sometimes struggle to distinguish the ProtoPie prototype from the production environment.

ProtoPie has made the trade-off between speed and quality a thing of the past. QualiArts isn't just building prototypes–they've redefined what a mobile game prototype can achieve–and what it means to ship with confidence.

Side-by-side comparison GIF showing the IDOLY PRIDE game interface. The left panel shows the 'ProtoPie' prototype, and the right panel labeled 'Real Device' (実機) shows the final implementation. The animation demonstrates that the high-fidelity prototype is visually indistinguishable from the actual game running on a smartphone, highlighting the accuracy of QualiArts' design-to-development workflow.
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