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Analog

This project is for a retro-point-and-click adventure game utilizing modern day tech with a 80's computer company theme. The goal of the project was to come up with a UI design is simple to use and easy to understand, all while matching the retro-aesthetic.

UI/UX Case Study

Tools used: Figma, Adobe Photoshop

Project Type

Game User Interface. Prototype

Project Date

Oct 5th - Oct 30th 2024

Summary

This project goal was trying to design a non-diegetic pop-up menu system that matched the aesthetic of the game setting. The layout needed to be clear to read, easy to use, and still keep reflect the idea of the player finding this mail folder of documents.

Challenges

The main challenge was being mindful of the design aesthetic of an office from the 1980s. Also, being able to have this layout transition across different platforms (PC and console) while keeping the same functionality. The main constraint was that these had to be developed for a flat, 2d, non-diegetic style while keeping the themes of office life in mind. This layout was targeted to a wide audience, both old and new.

Solution

The solution was developing a design that worked across multiple platforms (Console, PC) and control schemes (Controller, keyboard). This meant keeping key inputs and HUD transition times down to a minimum. Due to the nature of this project, the reaction time of players were also kept in mind as the design prototype was taking place. After all, It’s hard for a player to read a discovered note while they’re being chased by a spooky monster in the dark!

Results

By focusing on the visual aesthetic, I was able to showcase the possibilities of what a “manilla folder style” menu would look and operate like. I enjoyed incorporating some of the story elements into the design as well. The next steps for this project is to incorporate this UI HUD design into an unreal engine game environment. Furthermore, I would like to add 3d assets (via UE5) for inventory items that allow the player to examine more closely. Lastly, I enjoyed designing an inventory system that reflected items that could have been found in this timeline.

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