We took Crave Padel from a clean-but-generic system-font app to a distinctive vintage handheld aesthetic, wrapped around a modern, fully-navigable product covering every screen of the capture loop.
CRV Paired case studyCrave Padel is a competitive game where two-person teams challenge each other at real courts and capture division tiers to hold territory across a live city map.
The original app was functional and clean, but it looked like everything else in the category, white background, one orange accent, system fonts, hierarchy carried entirely by weight. For a product whose whole fantasy is capture your city, ownership, territory, competition, the visual language wasn't pulling its weight.
We were brought in to redesign the entire product: a real design system, a distinctive aesthetic, and a prototype covering every screen, handed off ready to build.
The skin isn't the hard part. The hard part is that a challenge is issued, accepted, played, reported, then confirmed, and the competitive tension lives in exactly those in-between states.
Any redesign had to honour that full state machine, not flatten it into a pretty demo. Each state needed its own screen and its own clear status language, so the game's tension stays visible instead of hidden.
Padel as a competitive arcade game. A retro LCD / handheld direction, dark phosphor canvas, dot-matrix numbers, CRT scanline texture, a boot-up "READY?" moment, and a broadcast-style LIVE ticker of recent captures.
Two full themes (dark-default and light), tokenized end to end, surfaces, borders, text tiers, accents, and division and team colors. Phosphor green is the hero; orange drives primary actions.
We designed the true multi-step capture loop rather than compressing it. Status language, Pending, Scheduled, Awaiting confirmation, Confirmed, carries the game state at every step.
Organic Voronoi-style cells, one per club, with bold team-color outlines on a muted base so owned territory genuinely pops. Court markers are dot-matrix pins; the open court pulses.
Phosphor green is the hero; orange drives primary actions; division and team colors do the rest of the talking. Guardrails keep it from tipping into noise, scanline texture only ever sits behind cards, and cards use hairline borders, not heavy shadows.
An interactive prototype covering every screen, the complete multi-step capture loop, light/dark theming and system states, boot, auth, onboarding, four tabs, league, divisions and private games.
Voronoi-style cells, one per club, in bold team colors on a muted dark base. A LIVE ticker runs recent captures across the top; court pins glow, and the open court pulses. The "own your city" fantasy, made literal.






Every screen and system state designed, the full capture loop, not a flattened demo.
Complete themes, dark-default and light, tokenized end to end.
A clean handoff, structured and specified ready to build in React Native.
The tension lives in the in-between states, so we designed every one of them.