Same architecture, new identity, and a system to hold it together.
Background
Pump is a sister platform to Bitsler, a crypto casino. Same underlying interface, different audience: younger, European, and slightly opposed to the crowd Bitsler was built for.
Problem
A new brand had to feel like its own thing while sitting on an interface that already belonged to someone else.
Approach
Identity first, then a design system built on states rather than components, because green already meant three different things.
Outcome
A full brand identity, a design system, and a redesigned interface from sign up to sign out.
Brief
A new brand that has to wear its sibling's interface.
Constraints
Three things shaped every decision.
- A borrowed interface. Pump inherits Bitsler's UI base, recently redesigned. Differentiation had to come from identity, not layout.
- A moving deadline. Six month original deadline for publish, license delay.
- Colour locked early. The green and pink direction was approved as soon as it was shown, which set the palette before the exploration was finished.
Exploration
Two directions, one shared interface.
Direction 1
Electric Hare, catch the charge, ride the pump.
- Fast, arcade energy. The hare is speed, the bolt is the pump.
- Game menus and neon nightlife, playful, aimed younger.
- Unique colour combination, and close enough to Bitsler's language to sit alongside it.
Direction 2
Captain Pump, raid the odds, feed the troop.
- Chest-thumping treasure hunt. Missions, raids, chests, XP races.
- Loudest and most character-driven of the two.
- Gorilla, pirate, treasure, raids, XP races.
- A disruptor in the category, with room for language and play across the identity.
Neither won outright. The green and pink palette from Direction 1 was an instant yes, so that stayed. What carried Direction 2 was the ape: what it stood for, and how much play the name gave us across the identity. The final brand is a blend, the palette from one and the character and language from the other.
Identity
Confident, sharp, playful, premium.
Style
Soft glow and 3D, or flat vector.
Applied
Thumbnails are where the style gets tested.
Design system
Pump is green. Winning is green. The primary action is green. On a dark interface that stops working fast.
States are where the system either holds or falls apart. Every component was defined by what is possible at that moment, not by what looks balanced on the board.
Overview
Same interface, two brands.
Side quest
New platform, new welcome offer, so nothing had to inherit anything.
Two paths, because the offer suits different play. Instant credits the bonus on deposit. Unlock releases it in batches against wagering milestones. Both state the withdrawal condition up front rather than behind a terms link.
It fell outside the delivery window and did not ship.
Outcome
12 game types running on one action system.
What I would change: the colour was locked before the exploration was finished. Next time I would push back and keep the palette open longer, because making two strong colours work across a dense dark interface is a different problem to making them work on a logo. I would also have pushed harder for the promotional and campaign side, where the brand had the most room to play.