The idea here is to create a Progression System for the player but executed with a detective movie kind of aesthetics: pinboard, strings and pins with photos and footnotes.
Here shows the initial research and case studies of systems in other games that show similar UX for inspiration.
Screen flows and wireframes are done to examine the general UX for the board and also how it would be to go into a detail item view.
Here is a view of all 3 chapter’s Mission Board laid out on this hypothetical notice board in the basement HQ of the pub (see previous pt1 slide). The player can navigate between the boards provided that the stage/locale related to the chapters had been visited.
Here are some of the specific UI/UX I’ve designed for the mission board: item cataloguing, progression indicators and UI animation.
A low rez animated gif export that goes with mockups to show the team how the transition, animation and UI FX going to be.
A slew of HUD elements I’ve contributed: Combat and General HUD, Avatar mental state feedback, and Event Screens. From sketch to quick iterations and final implementation, 2021.
One of the main Inventory screen I was assigned with. Working with the exisitng skewed perspective design, I made adjustments to the notification system, simplied navi icons and revised weapon menu system and titles. (Green highlight revised sections)
This illustrates my design process for the Sunday Gold pub hub jukebox: from moodboard, to UI iterations (groove display, play mode & song selection) to final design at the bottom, 2021.
The idea here is to create a Progression System for the player but executed with a detective movie kind of aesthetics: pinboard, strings and pins with photos and footnotes.
Here shows the initial research and case studies of systems in other games that show similar UX for inspiration.
Screen flows and wireframes are done to examine the general UX for the board and also how it would be to go into a detail item view.
Here is a view of all 3 chapter’s Mission Board laid out on this hypothetical notice board in the basement HQ of the pub (see previous pt1 slide). The player can navigate between the boards provided that the stage/locale related to the chapters had been visited.
Here are some of the specific UI/UX I’ve designed for the mission board: item cataloguing, progression indicators and UI animation.
A low rez animated gif export that goes with mockups to show the team how the transition, animation and UI FX going to be.
A slew of HUD elements I’ve contributed: Combat and General HUD, Avatar mental state feedback, and Event Screens. From sketch to quick iterations and final implementation, 2021.
One of the main Inventory screen I was assigned with. Working with the exisitng skewed perspective design, I made adjustments to the notification system, simplied navi icons and revised weapon menu system and titles. (Green highlight revised sections)
This illustrates my design process for the Sunday Gold pub hub jukebox: from moodboard, to UI iterations (groove display, play mode & song selection) to final design at the bottom, 2021.