In this puzzle platformer I took care of the UI entirely by myself. The initial idea was to use only diegetic UI, to make the gaming experience more immersive. And so it was, until I was forced to insert non-diegetic UI for the initial tutorial.
As can be seen in the image below, circled in red is the tutorial prompt for grasping objects. While at the bottom I originally wanted to insert subtitles to better convey the narrative of the game, but later it was decided to cut the narrative a lot and keep it to a minimum.
So at the end of the day, all that's left of the UI is the main menu and the pause menu. I kept them simple and easy to navigate, the only thing I dared a bit on was the controls page. Here I did not put the classic list with the list of controls, but rather a keyboard on the right linked to the list of actions that can be performed and each time the player selects an item the relevant button on the image on the right is illuminated.
As far as UX is concerned, I took care of the relevant document. Here I wrote all the visual and non-visual feedback that the game should give the player. From the dust the dog kicks up when walking to the sound of the selection in the menu.
For the second-year project, I was responsible for wireframing the entire UI. I did not produce the various components myself because we had a large department of concept artists producing all the 2D assets.
In short, the game is about a demon trapped in a sword that must possess civilians in order to perform its actions. So we had the idea of creating a sword-shaped life bar and finishing move to make the experience more immersive.
As a personal end-of-year project, I decided to design a remake of the UI of the Comix Zone game in a mobile version.
These are the icons for the virtual controls and the character's life bar. For the actions the player can perform, I have tried to stay with a comic style while trying to render the idea of the action itself.
I have also given a hierarchy of importance using sizes. The attack, being the most used of these actions, is larger and in a more convenient position to reach.
Here is the result of the whole.
After finishing the game design course, I started working on a card game together with classmates. I am working on the graphics and the rules of the game.
I can't show everything yet, but here are some examples of the work I am doing.
The whole layout is inspired by the cyberpunk setting of the game, so I tried to represent all the text boxes in the form of futuristic screens.
All icons were created by me, starting either from the setting or from other icons of known and unknown games.
I wanted to include a common element in the icons to distinguish those that are used as basic player actions from those that are original to our game.