Design System Inspiration of Shift Up
1. Visual Theme & Atmosphere
Shift Up (시프트업) is the Seoul game studio behind Stellar Blade, NIKKE: Goddess of Victory, and Destiny Child, and its corporate site is built like a AAA game key-art portfolio rather than a SaaS landing page. The dominant register is dark and cinematic: full-bleed game panels render on pure black (#000000) and near-black (#222222) with white type laid over scroll-driven hero video and character art, so the studio's own visuals — not UI chrome — carry the page. The interface recedes almost entirely; chrome is reduced to thin uppercase nav, hairline rules, and a single saturated accent, letting the art breathe edge to edge.
The typographic system is bilingual by construction. Latin display runs in Roboto Condensed Bold (700), uppercase, with positive tracking — NEWS at 60px, RECRUIT at 80px, IR at 50px — a tall, narrow, broadcast-credit voice that reads like a game title card. Korean copy switches to Pretendard: game and posting titles at 24px (weight 500–600) with tight -0.96px tracking, news headlines at 20px, and dense body at 16px in a calm mid-grey (#777777). The contrast is deliberate — condensed Latin caps for the cinematic billboard, Pretendard for the readable Korean substance underneath.
Color is held to almost nothing. There is exactly one brand hue: a confident studio green (#569a43) that surfaces only as the active recruit filter and as relational highlight — the same restraint-with-one-accent discipline you see in disciplined game UIs. Everything else is a black-to-white neutral ladder (#000000 → #222222 → #6e6e6e → #777777 → #dddddd → #f4f4f4 → #ffffff). Surfaces flip context: the home and games experience is dark-on-black cinematic, while functional surfaces (recruit list, search) invert to a clean light layout of white cards on #f4f4f4 divided by #dddddd hairlines. Geometry is overwhelmingly sharp — buttons, inputs, and chips sit at a hard 0px radius with 2px solid outlines — punctuated by signature asymmetric decorative corners (0px 80px, 50px 0px, 0px 0px 50px) that slice game panels at an angle, a distinctive cut that signals "game studio, not corporate template."
Key Characteristics:
- Dark cinematic stage: full-bleed game art on
#000000 / #222222, UI chrome minimized so key-art leads
- Roboto Condensed Bold uppercase for Latin display (NEWS 60px, RECRUIT 80px, IR 50px) — broadcast title-card voice
- Pretendard for all Korean: 24px/600 titles with
-0.96px tracking, 20px news, 16px body in #777777
- A single saturated accent — studio green
#569a43 — reserved for the active filter / relational highlight
- Black-to-white neutral ladder; no second hue, no gradients-as-decoration in chrome
- Surface inversion: cinematic dark for home/games, clean light (
#ffffff on #f4f4f4) for recruit/list
- Sharp
0px geometry with 2px solid outlines, plus signature asymmetric 0px 80px / 50px 0px decorative corners
- Shadowless flat composition — separation comes from black/white contrast and
#dddddd hairlines
2. Color Palette & Roles
Brand Accent
- Studio Green (
#569a43): The single saturated brand hue. Live inspection found it as the active recruit category filter text (전체, weight 600) and as a relational highlight across the games/recruit surfaces — the system's one "selected / active" color. Reserved, never spread.
Dark Stage
- Pure Black (
#000000): Primary cinematic background for the home hero and full-bleed game panels; also the STORE outline color.
- Panel Near-Black (
#222222): Secondary dark band — section dividers and the darker content strata beneath the hero.
- On-Dark White (
#ffffff): All type, nav, and headings over the dark stage.
- Muted Dark (
rgba(255,255,255,0.6)): Secondary/de-emphasized text and hairlines on dark panels (e.g. news-row dividers).
Light Functional Surface
- Canvas White (
#ffffff): Recruit/list page background and card fills.
- Surface Grey (
#f4f4f4): Search field fill and light section banding.
- Surface Alt (
#efefef): A warmer secondary grey for alternating light blocks.
- Hairline (
#dddddd): Thin row dividers, card outlines, and filter borders — the primary separation device on light surfaces.
- Muted Light (
rgba(0,0,0,0.6)): Secondary text on light/over-image surfaces (sub-nav labels).
Neutral Text Ladder
- Ink Black (
#000000): Maximum-contrast headings on light surfaces (검색, list group heads, posting titles).
- Dark Text (
#212529): Standard dark body / posting-title text on the light recruit list.
- Chip Grey (
#6e6e6e): Department tag chip background (white text) on recruit rows.
- Body Grey (
#777777): The document-default text color — descriptions, inactive nav, metadata.
3. Typography Rules
Font Family
- Display (Latin):
Roboto Condensed — uppercase, weight 700, for English section banners (NEWS, RECRUIT, IR, ABOUT, GAMES). Tall, narrow, broadcast-credit character.
- Body & Korean:
Pretendard (with Noto Sans KR fallback) — the document default for all Korean headings, titles, and body copy.
Hierarchy
| Role | Font | Size | Weight | Line Height | Letter Spacing | Notes |
|---|
| Display XL | Roboto Condensed | 80px | 700 | 1.15 (92px) | normal | RECRUIT banner, uppercase |
| Display LG | Roboto Condensed | 60px | 700 | 1.10 (66px) | +1.8px | NEWS section head, uppercase |
| Display MD | Roboto Condensed | 50px | 700 | 1.20 (60px) | normal | IR / RECRUIT home heads, uppercase |
| List Head | Pretendard | 30px | 700 | 1.40 (42px) | -1.2px | Category group head (전체) |
| Card Title | Pretendard | 24px | 600 | 1.50 (36px) | -0.96px | Recruit posting titles |
| Game Title | Pretendard | 24px | 500 | 1.50 (36px) | -0.96px | Game name on hero card |
| News Title | Pretendard | 20px | 400 | 1.60 (32px) | -0.8px | News headline rows |
| Nav | Roboto Condensed | 18px | 500 | 1.45 | normal | Top nav items, uppercase |
| Body | Pretendard | 16px | 400 | 1.60 (25.6px) | normal | Standard reading text, #777777 |
Principles
- Two scripts, two voices: Roboto Condensed uppercase owns the Latin billboard; Pretendard owns every Korean word. They never trade jobs.
- Condensed caps as the cinematic signature: positive tracking (+1.8px on the 60px NEWS head) stretches the uppercase Latin into a wide title-card band — the opposite of the tight tracking used on Korean.
- Tight Korean tracking: every Pretendard title compresses to
-0.96px (titles) or -1.2px (group heads); body stays normal.
- Mid-grey body: the default text color is
#777777, not black — it keeps dense Korean copy calm and lets the green accent and white titles dominate.
4. Component Stylings
Buttons
STORE Button
- Text:
#000000
- Border: 2px solid
#000000
- Radius: 0px
- Height: 40px
- Font: 16px Roboto Condensed weight 700
- Use: STORE entry button on light game/recruit headers — sharp ghost outline, uppercase
Ghost Outline (Dark)
- Text:
#777777
- Border: 2px solid
#ffffff
- Radius: 0px
- Height: 60px
- Font: 16px Pretendard weight 400
- Use: "프로젝트 소개" / "채용 지원" outline buttons on dark game panels
Inputs
Search Field
- Background:
#f4f4f4
- Text:
#000000
- Radius: 0px
- Height: 60px
- Padding: 0px 60px 0px 20px
- Font: 16px Pretendard
- Placeholder: 검색어를 입력해주세요.
- Use: Recruit search field — square light-grey field with right-side icon inset
Cards & Containers
Game Hero Card
- Background:
#000000
- Text:
#ffffff
- Radius: 0px
- Use: Full-bleed cinematic game panel; 24px Pretendard weight 500 game title (
-0.96px) over key-art
Recruit Posting Row
- Text:
#212529
- Border: 1px solid
#dddddd (bottom hairline)
- Height: 121px
- Use: Recruit list row — hairline-divided, 24px Pretendard weight 600 posting title
Badges
Department Chip
- Background:
#6e6e6e
- Text:
#ffffff
- Radius: 0px
- Font: 16px Pretendard weight 600
- Use: Department tag on recruit rows (사업, 경영지원, 개발 …)
Tabs
Category Filter
- Text:
#777777 (inactive)
- Border: 1px solid
#dddddd
- Font: 18px Pretendard
- Active: text
#569a43 + weight 600
- Use: Recruit category filter (전체 / 사업 / 경영지원 …) — the one place the studio green appears
List Items
News Headline Row
- Text:
#ffffff
- Border: 1px solid
rgba(255,255,255,0.6)
- Height: 32px
- Font: 20px Pretendard weight 400 (
-0.8px)
- Use: News headline list on the dark NEWS band
Verified: 2026-06-17 (omd:add-reference CREATE — Tier 1 live inspect, 2 brand-owned surfaces)
Tier 1 sources: https://shiftup.co.kr (home, live computed style — nav, hero game cards, NEWS/RECRUIT/IR bands); https://shiftup.co.kr/recruit/recruit.php (recruit list — search input, filter tabs, dept chips, posting rows); https://shiftup.co.kr/games/games.php (games surface — dark panels, ghost outline buttons, green accent)
Tier 2 sources: getdesign.md/shiftup — "0 DESIGN.md files / No designs found"; styles.refero.design/?q=shiftup — no Shift Up entry (Korean game studio, not catalogued; Western Tier-2 coverage gap)
Conflicts unresolved: none
5. Layout Principles
Spacing System
- Base unit: ~4px, scaling generously for cinematic breathing room
- Scale: 4px, 8px, 16px, 20px, 34px, 60px, 92px
- Notable: nav items carry tall
35px 16px 34px padding (91px tall hit area); recruit rows are a roomy 121px tall
Grid & Container
- Home: stacked full-bleed bands — game hero cards, then a dark NEWS band, then RECRUIT and IR sections, each edge-to-edge
- Games: vertical sequence of full-width game panels, each with its own key-art and a pair of outline CTAs
- Recruit: light single-column list of 121px rows divided by
#dddddd hairlines, with a filter tab row and 60px search field above
- Decorative asymmetric corners (
0px 80px, 50px 0px) slice panel edges for the game-studio cut
Whitespace Philosophy
- Let the art lead: dark cinematic bands give game key-art maximal real estate; UI chrome is intentionally thin so visuals dominate
- Flat separation: sections separate by black/white contrast and hairlines, never by elevation
- Surface inversion as rhythm: dark cinematic home/games alternates with light functional recruit/list, a deliberate tonal switch between "show" and "tell"
Border Radius Scale
- Sharp (0px): buttons, inputs, chips, list rows — the default geometry
- Small (5px): occasional minor containers
- Large (20px): a few rounded panel corners (
20px 20px 0px 0px)
- Art (50–80px): signature asymmetric decorative corners on game panels (
0px 80px, 50px 0px, 0px 0px 50px)
6. Depth & Elevation
| Level | Treatment | Use |
|---|
| Flat (Level 0) | No shadow | All surfaces — page, panels, cards, chips |
| Contrast (Level 1) | Black ↔ white surface flip | Separate dark cinematic bands from light functional sections |
| Hairline (Level 2) | 1px solid #dddddd / rgba(255,255,255,0.6) | Row dividers, card outlines, filter borders |
| Outline (Level 3) | 2px solid border | Ghost buttons (STORE black, dark-panel white) |
Shadow Philosophy: Shift Up runs a near-shadowless system. Live inspection returned box-shadow: none across nav, hero game cards, news rows, recruit rows, and buttons. Depth is communicated entirely through tonal contrast (pure black stage vs. white functional surface) and thin hairlines (#dddddd on light, rgba(255,255,255,0.6) on dark). When emphasis is needed the system reaches for the studio green (#569a43) or a 2px solid outline, never elevation — keeping the page flat so the cinematic game art reads as the only thing with "depth."
7. Do's and Don'ts
Do
- Let full-bleed game key-art lead on dark
#000000 / #222222 stages — keep UI chrome thin
- Use Roboto Condensed Bold uppercase for Latin display (NEWS, RECRUIT, IR), with positive tracking
- Use Pretendard for all Korean — 24px/600 titles at
-0.96px, 20px news, 16px body in #777777
- Reserve studio green (
#569a43) for the active filter / selected state — the single accent
- Separate with black/white contrast and
#dddddd hairlines, not shadows
- Keep buttons, inputs, and chips at a sharp
0px radius with 2px solid outlines
- Use the signature asymmetric decorative corners (
0px 80px, 50px 0px) to cut game panels
- Invert to a clean light layout (
#ffffff on #f4f4f4) for functional list/recruit surfaces
Don't
- Spread the green accent across many elements — it must stay the single "active" signal
- Add drop shadows for elevation — the system is flat and shadowless
- Set Korean titles in Roboto Condensed — Pretendard owns Korean, Roboto Condensed owns Latin caps
- Use rounded pill geometry on buttons or chips — the default is sharp
0px
- Introduce a second saturated hue — the palette is a black-to-white neutral ladder plus one green
- Use pure black (
#000000) for body copy on light surfaces — body is mid-grey #777777
- Let chrome compete with the game art — interface recedes so key-art leads
- Apply tight tracking to the uppercase Latin display — it tracks open (+1.8px), unlike Korean
8. Responsive Behavior
Breakpoints
| Name | Width | Key Changes |
|---|
| Mobile | <768px | Single column, nav collapses to toggle, display sizes compress, game panels stack |
| Tablet | 768-1024px | Moderate padding, game cards full-width, recruit list single column |
| Desktop | 1024-1440px | Full cinematic layout, 80px/60px display heads, wide game panels |
Touch Targets
- Nav items at 91px tall (
35px 16px 34px padding) — generous broadcast-style tap area
- Recruit rows at 121px tall — comfortably tappable list entries
- Search field at 60px height; ghost buttons at 40–60px
Collapsing Strategy
- Home cinematic bands: full-bleed game panels stack vertically, key-art reframes for portrait
- Display heads: 80px → smaller uppercase Roboto Condensed on mobile, weight 700 maintained
- Recruit: filter tab row wraps; list rows stay single-column with hairline dividers
- Dark/light surface inversion preserved across breakpoints
Image Behavior
- Game key-art remains full-bleed at every size; scroll-driven hero video falls back to a poster frame on mobile
- Asymmetric decorative corners simplify on narrow viewports
- No shadows on imagery at any size — consistent with the flat system
9. Agent Prompt Guide
Quick Color Reference
- Brand accent / active state: Studio Green (
#569a43)
- Cinematic stage: Pure Black (
#000000), Panel Near-Black (#222222)
- On-dark text: White (
#ffffff)
- Functional surface: Canvas White (
#ffffff), Surface Grey (#f4f4f4)
- Hairline:
#dddddd
- Body text: Body Grey (
#777777)
- Dark body text (light surface):
#212529
- Department chip: Chip Grey (
#6e6e6e)
Example Component Prompts
- "Create a dark cinematic game hero band: full-bleed black
#000000 background with key-art, white 24px Pretendard weight 500 game title (-0.96px tracking) lower-left, and two ghost outline buttons (transparent, 2px solid #ffffff, #777777 text, 0px radius, 60px tall): '프로젝트 소개' and '채용 지원'."
- "Build a section banner: uppercase 'RECRUIT' in Roboto Condensed 80px weight 700, white on black, line-height 92px."
- "Design a recruit list row: white background, 1px solid
#dddddd bottom hairline, 121px tall. Posting title 24px Pretendard weight 600, #212529, -0.96px. A department chip on the right: #6e6e6e background, white text, 0px radius, 16px Pretendard weight 600."
- "Create a category filter row: tabs at 18px Pretendard, inactive
#777777 with 1px #dddddd border. Active tab: text #569a43, weight 600 — the only place the studio green appears."
- "Build a search field:
#f4f4f4 background, 60px tall, 0px radius, 0px 60px 0px 20px padding, 16px Pretendard, placeholder '검색어를 입력해주세요.'"
Iteration Guide
- Roboto Condensed uppercase 700 for Latin display; Pretendard for every Korean string
- Studio green (
#569a43) is the single accent — only for active/selected
- No shadows — separate with black/white contrast and
#dddddd hairlines
- Sharp
0px geometry with 2px solid outlines; asymmetric 0px 80px corners on game panels
- Body text is
#777777 mid-grey, not black; dark posting text is #212529
- Dark cinematic for home/games; invert to light
#ffffff on #f4f4f4 for recruit/list
- Tracking: open (+1.8px) on uppercase Latin, tight (
-0.96px) on Korean titles
10. Voice & Tone
Shift Up's voice is confident, craft-proud, and understated — a premium game studio that lets its titles do the talking. The corporate copy is sparse and factual: section labels are bare uppercase nouns (GAMES, RECRUIT, IR, NEWS), game entries are named plainly (스텔라 블레이드, 승리의 여신: 니케), and the news feed reads like an objective press wire ("시프트업 '스텔라 블레이드', 닌텐도 스위치 2 출시") rather than marketing hype. The studio speaks the language of a serious development house addressing players, talent, and investors at once — no exclamation points, no superlatives, just the work.
| Context | Tone |
|---|
| Section labels | Bare uppercase nouns. "GAMES", "RECRUIT", "IR", "NEWS". |
| Game entries | Named plainly, by title. "스텔라 블레이드", "승리의 여신: 니케". |
| News feed | Objective press-wire register. Factual headlines, dates, outlets. |
| Recruit postings | Functional and specific. "퀘스트 기획자", "UI 디자이너", "전투 밸런스 기획". |
| CTAs | Direct, low-pressure. "프로젝트 소개", "채용 지원", "STORE". |
| IR / governance | Formal, disclosure-grade restraint befitting a listed company. |
Voice samples (verbatim from live site):
- "시프트업 '스텔라 블레이드', 닌텐도 스위치 2 출시" — news headline (objective press-wire). (verified live 2026-06-17, shiftup.co.kr)
- "'승리의 여신: 니케', 앱스토어 한·일 매출 1위" — news headline (achievement stated as fact, no adjectives). (verified live 2026-06-17)
- "검색어를 입력해주세요." — recruit search placeholder (plain, polite functional Korean). (verified live 2026-06-17, recruit.php)
Forbidden register: hype superlatives on the studio's own titles, exclamation-stacked marketing, undefined gaming jargon in corporate/IR copy, anything that competes with the key-art for attention.
11. Brand Narrative
Shift Up (시프트업) was founded in 2013 by 김형태 (Kim Hyung-tae), the celebrated illustrator and art director known for his work on Magna Carta and Blade & Soul. The studio was built around a single conviction visible in everything it ships: that character art and visual craft are the product. That art-first DNA is why the corporate site behaves like a portfolio of key-art rather than a conventional company page — the design's job is to get out of the way of the visuals.
The studio's trajectory runs from mobile (Destiny Child, 2016) through the global gacha hit NIKKE: Goddess of Victory (2022) to the console blockbuster Stellar Blade (2024, PlayStation 5), with Project Spirit in development. Shift Up listed on the Korea Exchange (KOSPI) in 2024, which is why the site carries a full IR section (governance, financials, stock, announcements) sitting in the same restrained visual language as the game pages — a game studio that now also speaks to investors without changing its voice.
What the design refuses, visible in its choices: the busy, over-decorated chrome of typical game-company sites (no gradient buttons, no glow, no clutter), and the corporate blandness of a generic listed-company template. What it embraces: a dark cinematic stage that frames character art, condensed broadcast-style Latin titles, a single disciplined accent, and sharp geometry cut by signature asymmetric corners — restraint as a frame for spectacle.
12. Principles
- The art is the product. Founded by an art director, the studio treats character art and key-art as the core deliverable. UI implication: keep chrome thin and let full-bleed game visuals lead every dark band.
- Restraint frames spectacle. A near-monochrome palette and one accent make the colorful game art pop. UI implication: hold the interface to a black-to-white ladder plus a single green; never introduce a competing hue.
- One accent, one meaning. Studio green (
#569a43) signals "active / selected" and nothing else. UI implication: reserve the green for the active filter / selected state so its meaning stays unambiguous.
- Sharp, not soft. Hard
0px corners and 2px outlines read as precise and engineered, not consumer-cute. UI implication: default to sharp geometry; reserve curves for the signature asymmetric decorative cuts.
- Same voice for players and investors. The IR section wears the same restrained design as the game pages. UI implication: don't switch to a generic corporate template for IR — keep the dark/sharp system consistent.
13. Personas
Personas below are fictional archetypes informed by publicly observable Shift Up audiences (players, prospective game-industry talent, equity investors), not individual people.
박지훈, 27, 서울. A NIKKE and Stellar Blade player who visits the site for news and store links. Comes for the key-art and patch news; values that headlines are factual and the games are front and center, not buried under marketing.
이서연, 31, 판교. A senior game UI designer considering applying. Scans the recruit list, filters by 디자인, and reads postings in the clean light layout. Reads the studio's restraint and craft focus as a signal that art quality is taken seriously here.
최민호, 45, 여의도. An equity analyst tracking the KOSPI-listed studio. Goes straight to the IR section for governance, financials, and announcements. Appreciates that the disclosure pages are calm and legible rather than gamified.
14. States
| State | Treatment |
|---|
| Empty (no recruit results) | Light canvas, single #212529 line stating no matching postings, with a path to clear the filter. No illustration clutter. |
| Empty (news feed, none) | White-on-dark single line on the NEWS band stating no recent news; calm, factual. |
| Loading (list fetch) | Skeleton rows at the final 121px row height on #f4f4f4, divided by #dddddd hairlines. Flat pulse, no shadow shimmer — consistent with the shadowless system. |
| Loading (hero media) | Cinematic game video falls back to a static poster key-art frame until playable; the band never collapses. |
| Error (search/list failed) | Inline #212529 message with a plain-language explanation and retry. No bare "오류" — states the next step. |
| Error (form validation) | Field-level message below the input in a calm tone; describes what is valid, not just "필수". |
| Success (application submitted) | Brief inline confirmation in restrained tone; next-step detail linked below. No celebratory emoji. |
| Skeleton | #f4f4f4 blocks at final dimensions, 0px radius, hairline-divided, flat pulse. |
| Disabled | Body grey (#777777) text on reduced-opacity control; the green accent fades rather than switching color, preserving its single meaning. |
15. Motion & Easing
Durations:
| Token | Value | Use |
|---|
motion-fast | 150ms | Hover, filter select, button press |
motion-standard | 300ms | Section reveal, card/list fade-in |
motion-cinematic | 600ms | Scroll-driven hero key-art / video crossfade |
Easings:
| Token | Curve | Use |
|---|
ease-enter | cubic-bezier(0.2, 0.6, 0.25, 1) | Arriving — cards, list rows, panels |
ease-exit | cubic-bezier(0.4, 0.0, 1, 1) | Dismissals |
ease-standard | cubic-bezier(0.25, 0.1, 0.25, 1) | Two-way transitions |
Motion rules: Motion is cinematic but controlled — the home page is scroll-driven, with game key-art and video crossfading into view at motion-cinematic / ease-enter as the user descends through the dark bands. Functional surfaces (recruit, search) keep motion quiet and fast: filter selection and list reveals run at motion-fast/motion-standard with no bounce or spring — a serious studio signals craft, not gimmickry. Under prefers-reduced-motion: reduce, hero video freezes to its poster frame and all transitions collapse to instant; the site stays fully functional.