How Bingmong looks, sounds and feels — a warm, white, candy-bright world of huggable characters, balanced floaties and one big idea: take the play button off the screen.
The boldest brands took the coldest corner of tech and made it something you'd hand a kid. We do the same for play itself. For a generation, "play" became a sideways ▶ on a screen: you watch other people have the fun. Bingmong flips it upward ▲ — off the feed and back into the room, together.
Heads down, thumbs scrolling, alone together. The only play button left is the one on a video.
Phones down, heads up. One upward play button puts the whole room in the game — for real.
Family's secret weapon was a cast of huggable characters carrying the "don't be scared" feeling. Ours do the same for AI & play. Mong is the only leader — the AI, a pink upward triangle. Everyone else is an equal Guli Guli: candy-bright toys-with-faces — flowers and blobs alongside the ball, dice, cube, Lego and more — each with sparkle eyes, pink blush and stick limbs.
Every Guli Guli above can be a player's avatar — the whole crew of toys-with-faces, from flowers and blobs to the ball, dice, cube, Lego, balloon and gamepad shapes. Only Mong is off-limits — he's the AI leader. Same anatomy throughout, so a screen-free game always has a face.
Mong is the AI you can see. Whenever the app is thinking, building, hosting or celebrating, Mong appears and speaks in the first person — short, warm, hype-but-human. Four moods cover every moment.
Our characters aren’t stills — they’re always gently alive. Each crew member gets one looping idle motion that matches their personality — built as lightweight, exportable Lottie loops so product and marketing share the exact same movement.
The platform is calm: a pure-white page with warm-grey fills, so every game and character can shout. Colour lives in the cast and floaties — four flat category colours, perfectly balanced, with three brighter sparks used sparingly.
Call these category colours, never “primaries.” The word “primary” tricks builders into making blue buttons — these never become buttons. They tag & decorate (genres, the cast, floaties), kept in balance. The one action colour is pink.
One job per colour. Get this and you never have to guess between blue, pink and sunset again. Pink is the only "action" colour. Blue / green / red / gold are category & decoration only — never buttons.
They’re related on purpose — sunset starts with pink. The split is one line: flat pink is for tapping; sunset is for celebrating. Sunset is flat pink turned up to a loud moment; flat pink is sunset calmed down for everyday UI.
The everyday “thing to tap.” Calm, solid, legible at any size. One per screen.
The loud, once-a-moment gradient. Hero energy and big wins — not everyday UI.
The hard rule, no exceptions: text must clearly out-contrast whatever sits behind it. Never put a colour on the same or a similar colour — no white on gold, no gold text on white, no pink label on a pink button.
Four ways colours collide. Each chip below is rendered in the actual clash so you can see it fail — if a chip is hard to read, that pairing is banned.
A play triangle rotated to point up — play rising off the screen into real life — with a ghosted right-pointing ▶ behind it telling the screen→room story. It doubles as the in-app watch / spectate button.
The signature motion. The sideways ▶ we’ve all been staring at rotates upward, the screen dissolves and it grows a face — play leaving the feed and landing in the room. Use it on splash, first-run and the watch button’s press state.
A pink ▶ trapped in a dark video frame. Passive, sideways, alone.
It rotates 90° to point up as the screen dissolves around it.
It rises, grows a face and a spark. Play, alive in the room.
Logo and mascot are one shape. The silent pink triangle is the mark; give it a face and it becomes Mong; add limbs and a spark and it’s the full character. One geometry, three levels of life — never two competing logos.
The solid white mark on a single flat field. Centre optically, not mathematically — nudge the ▲ ~4% up so it reads centred. Squircle for iOS, rounded square for favicons, circle for social. The ghost ▶ never appears at icon scale.
This is on purpose: triangle, square and circle are the shapes everyone already reads as “game.” They’re the face buttons on every controller and the play button on every screen — a universal gamepad language. We borrow that exact trio so the brand feels like play on sight: the triangle is our logo and play, the rounded square holds the game, the circle means live. Same grid, same weight — one game-button language from the logo down to the smallest tap.
Exactly how each screen should look — and which colour does which job. The pattern never changes: warm-paper chrome, pink for the one action, category colours for genres, plum for immersion. Content screens (Discover, Feed) are media-forward like Netflix, Spotify & Roblox — the cover (video or image) is the loudest thing and the UI gets out of its way. Use these as the blueprint.
Browse like Netflix or Roblox — poster-forward tiles whose covers are real video or image art, grouped into shelves. The cover is the hero; chrome stays quiet and a small genre tag carries the colour.
The full-bleed vertical scroll of real plays — immersive plum, media edge-to-edge, chrome floating on top. The TikTok-cadence moment of the product.
Where Mong builds a game from a prompt. The one screen that earns the sunset gradient — this is the loud, creative heart. Pink button finishes the job.
A live room — immersive plum so the party's own theme glows. Pulsing red LIVE dot, a big Space Grotesk timer, leaderboard, and a pink join button. App chrome recedes.
The profile — who you are, your level, recent games and earned badges. Warm paper, a pink identity avatar; gold carries level, streak & rewards. Far more than a wall of stamps.
Home base for parties — what's live now, what's on tonight, and a big pink button to host your own. Warm-paper hub; the live party gets a plum card so it pops.
Where a game gets designed — Mong (think mood) builds the rules live on a sunset card while you tweak players, rounds, scoring and the win condition. A deep flow, so it uses a top back-bar, not the bottom nav.
Compose and send a party invite — a sunset invite-card preview, channels (link / message / QR) and the guest list. One pink send button.
Pool money for a party's prize — total pooled, progress to goal, contributors and the payout split. Gold carries money; pink stays the one action.
Characters, coins, stars and tiles drift around the page like a zero-gravity playground. Six soft, slow, looping motions form the library, plus one balance rule: scatter colour evenly and leave breathing room. Every loop is built Lottie-ready so the same movement ships in product, web and social.
Up-and-down with a tiny counter-rotate. The default for characters.
A lighter vertical drift, no rotation. For coins, stars and small stickers.
Rises diagonally off-screen — the “play leaving the feed” accent. Once per view.
A slow rotation that catches the light. For gems, coins and prizes.
A breathing scale — the AI and live heartbeat behind the mark.
A friendly wave from the base. For welcomers and idle greetings.
Drop the cast, the play-object buddies and the stickers into one zero-gravity field, give each its own loop and offset, and the page comes alive. This is the reference set we export to Lottie for splash screens, empty states and the homepage hero.
Tiny, faceless extras — pluses, zigzags, dots, arcs, swirls, half-moons — sprinkled behind the cast for depth. Never the focus; just calm category-colour texture in the background.
For card & luck games — spade & club in ink, heart & diamond in red (the classic deck colours, and both pass on white).
Confetti is how a win feels. It’s built from the play-shapes — ▲ ■ ● plus streamers, coins & stars — in the four category colours (balanced, + white on dark). It bursts up and out, gravity pulls it down, every piece spins and falls at its own speed, then it clears. Fire it on wins, level-ups, joining a party and birthdays — never as permanent decoration.
Two systems. A rounded 2px line set for UI (no emoji, ever), and the solid play-shapes — the glyph vocabulary that fills every game tile in flat single colour.
Same brain, two bodies. Mobile is home and must feel like a native iOS app; desktop is the wide companion. Colour, character and readability rules never change between them.
New screen? Start from the core patterns — warm-paper chrome, one pink action, category-colour tags, plum immersion, content-first covers — design mobile-first, then widen to desktop. Never the reverse.
We talk like the friend who gets everyone off the couch — for ages 10 to 70. Pro real-life bonding, anti-doomscroll, never corporate. The why-now: because AI can orchestrate the whole game and be the game master, the world's first offline games platform is finally possible.
"Turn any room into a game."
"Phones down, heads up."
"Mong's got the score — you just play."
Plain, warm, all-ages, a little hyped.
"Leverage our AI-powered engagement platform."
"Endless content, served fresh."
Cold, corporate, doomscroll-y, jargon-heavy.
No generic emoji — use the Ico set.
Every game is a little world. The platform stays calm warm-paper so each game can bring its OWN loud theme, cast and colour. Here’s the system — the genres, the card, the theming rule, the live room and the rewards.
Every game maps to one genre, and every genre owns a colour + play-shape. It’s how Discover stays legible — you read the room from each game's art and its genre tag before you read a word.
The one rule that keeps it from getting noisy: chrome stays warm-paper and quiet; the theme lives inside the game cover and the live room. Each event gets an original name and its own loud palette — here are four.
Where players gather and the game runs. Avatars are the cast; the timer and scores are Space Grotesk; the live dot pulses red so you always know it’s happening now.
Every good moment gets a token. Points land fast, coins bank up, streaks reward coming back, and the win is a real moment — with the Star buddy and the MVP badge.
From a deck of cards to a Rubik’s cube — a line set for every real-world game format, each with a single pop of its game colour. Same rounded language as the UI icons, just more alive. Used on filters, badges and how-to cards.
The first three seconds of the brand. A pink icon that reads as “play,” a one-line promise, and marketing screenshots that lead with the feeling — real-life play — not a feature list. Big Bricolage captions, one character or shape each.
Merch is the brand walking around in the real world — fitting, since that’s the whole point. Warm-paper and plum bases, one bold print: the mark, the wordmark or a buddy. Never busy, always huggable.
Bingmong gift cards load BMG credit for parties, games and gear — the easiest way for a grandparent to sponsor the fun. Digital or physical, every card carries the mark, a big friendly amount and one buddy peeking in.
Real-life play earns real rewards. Every game feeds three systems: BMG tokens you bank, streaks that keep you coming back, and a progression of levels, crests and MVP moments. Warm and generous — never grindy, never dark-pattern.
One in-game currency: BMG. A warm gold coin stamped with the play ▲ — earned by playing, spent on games, gear and events. Reads instantly as a reward; never a cold crypto coin.
Streaks reward showing up — a warm flame that grows, a seven-day tracker and milestone badges. The anti-doomscroll loop: you come back for the people, and the number just follows.
XP levels you up, crests mark what you’ve done, and the gold Star is the MVP of the night. Earned, never bought.
Like Roblox, every player gets a buddy they make their own. Start with a cast character, then dress it — hats, shades, neckwear, held props and colourways. Same huggable base, infinite personality; Mong remembers your look across every game.
White ground, candy floaties, one upward triangle. Keep it warm, keep it balanced, keep the play button pointing up.
One source of truth so every button, tab and page looks like the same hand made it. Build from these tokens and shared components — if it isn't a token or a shared component, it doesn't ship. No one-off colours, no per-page restyles, no hidden screen that skipped the system.
| Token | Value | Only use for |
|---|---|---|
| Pink | --pink #ff3d7f | The one action — buttons, FAB, active states, links, the mark. |
| Sunset | --sunset | Celebration — hero, Create, wins, parties. Never routine UI. |
| Blue | --blue #1e9bff | Category only (genre / character). Never a button. |
| Green | --green #22c24e | Category; “go” / ✓ accents. |
| Red | --red #ff3b1e | Category; the live dot. |
| Gold | --gold #ffc32e | Category; rewards, coins, MVP. |
| Tangerine | --tang #ff7a3d | Spark — illustration accents only. |
| Cyan | --cyan #16d2e0 | Spark — illustration accents only. |
| Plum | --plum #1b1020 | Immersive backgrounds (Feed, Party). |
| Paper | --bg #f4f2ed | Page ground. |
| Card | --card #ffffff | Surfaces & cards. |
| Ink | --ink #16130f | Primary text. |
| Ink-2 | --ink-2 #544c44 | Secondary text. |
| Ink-3 | --ink-3 #8d847a | Muted labels. |
| Line | --line #e6e1d6 | Borders & dividers. |
| Token | Family | Use |
|---|---|---|
| Display | --d Bricolage Grotesque 800 | Headlines, titles, big numbers. |
| Body | --b Plus Jakarta Sans 400–800 | UI & body copy. |
| Mono | --n Space Grotesk 500–700 | Numerals, timers, stats, labels. |
| Scale | display clamp 34–56 · card-title 21 · body 15–19 · small 13 · micro/label 10–11 (mono). Mobile body never below 15px. | |
| Primitive | Values | Rule |
|---|---|---|
| Space | 4 8 12 16 24 32 44 | Spacing & gaps — these steps only. |
| Radius | 10 14 18 26 999 | chip-sm · button · card-sm · card · pill. |
| Shadow | --shadow-sm / --shadow | Cards only — no other shadows. |
| Motion | 120ms tap · 200ms UI · 4–9s ambient | Ease cubic-bezier(.22,1,.36,1); transform/opacity only. |
| Target | 44px | Minimum tap target, always. |
| Layout | max 1200 · gutters 24–44 | Content width; centre on desktop. |
14px; pills (999px) for chips. Never invent a fifth style or recolour a button to a category colour.--card bg, --line border, radius 18–26, --shadow-sm. Chip: pill; ink or white text picked by fill (see Readability). Input: --bg fill, radius 11–12, ink text, ink-3 placeholder. Reuse these — no bespoke containers.font-display:swap.transform & opacity; honour reduced-motion./* Paste once. Build everything from these — no raw hex, no magic px. */ :root{ /* action & celebration */ --pink:#ff3d7f; --sunset:linear-gradient(120deg,#ff5e8a,#ff7a3d); /* category — NEVER buttons */ --blue:#1e9bff; --green:#22c24e; --red:#ff3b1e; --gold:#ffc32e; /* sparks — art only */ --tang:#ff7a3d; --cyan:#16d2e0; /* grounds */ --bg:#f4f2ed; --card:#fff; --plum:#1b1020; /* ink */ --ink:#16130f; --ink-2:#544c44; --ink-3:#8d847a; --line:#e6e1d6; /* type */ --d:"Bricolage Grotesque"; --b:"Plus Jakarta Sans"; --n:"Space Grotesk"; /* primitives */ --r-btn:14px; --r-card:26px; --pill:999px; --shadow:0 1px 2px rgba(20,17,14,.04),0 18px 44px rgba(20,17,14,.08); } /* the ONE action — never recolour to a category colour */ .btn{font:800 15px var(--d);padding:13px 24px;border:0;border-radius:var(--r-btn);background:var(--pink);color:#fff;} .btn--soft{background:var(--card);color:var(--ink);border:1px solid var(--line);} .btn--ghost{background:transparent;color:var(--ink);} .card{background:var(--card);border:1px solid var(--line);border-radius:var(--r-card);box-shadow:var(--shadow);} .chip{font:700 13px var(--n);padding:7px 13px;border-radius:var(--pill);} /* fg via fg() */ /* pick text colour by fill brightness — use everywhere a colour fill holds text */ function fg(hex){const h=hex.replace('#','');const r=parseInt(h.slice(0,2),16),g=parseInt(h.slice(2,4),16),b=parseInt(h.slice(4,6),16);return (0.299*r+0.587*g+0.114*b)/255>0.5?'#16130f':'#fff';}
!important one-off restyle.fg()).--tokens; darks are warm plum, no grape purple.Full agent playbook (installable): Bingmong Brand Skill.md — the rule-locked summary every agent should load before building.
Wordmark, mark-only, inverse, monochrome and the square app/avatar — so there's always a correct lockup for the space.
Each division is Bingmong + a descriptor in its own accent. The wordmark and mark never change; only the descriptor and accent shift. Chrome stays calm — the accent is just identification.
Who someone is on the platform — a small accent badge, never a button.
Same brand, different rooms. Each platform has a job — match the format and the tone.
Real rooms, real faces, phones-down. Every cut earns the ▲ — play coming off the screen.
Drop real photography & footage into these slots. The prompts describe exactly what each frame should capture — warm, real-life, phones-down play across all ages.
Copy a recipe, swap the words, ship. Every recipe mixes the same ingredients: warm/sunset/plum grounds, the cast, floaties & bits, and motion (loop or one-shot). Export floatie & character idles as Lottie for reels.
Bingmong is AI that takes play off the screen and back into the room — real-life games, built in seconds, for everyone 10 to 70.
Open the app →
Profiles & covers.
Exact export sizes for every platform — avatars, covers and feed formats. Sunset for loud moments, warm-paper or plum for calm; one pink action where there's a CTA.
Profile avatars
Covers & feed formats