"Dark Glass" UI Project
This is the first phase in a design experiment, with the goal of designing a game through it's user interface.
The game being designed is a modernization of a classic turn-based RPG, expressed through the intellectual property Destined Legends.
The objective is to express the full nature of the game, and to provide the viewer with an understanding of all game mechanics through the presentation of the menu system.
Destined Legends is currently a tabletop strategy card game, featuring an interesting cast of characters and rich world lore. All featured artwork are original pieces from the card game.
Dark Glass UI - Party
The party tab is there default screen the character is loaded into when accessing the menu screen. The intent is to present the player with vital character information, that is both useful and visually pleasing.
The menu's elements load over a blurring of the current game's rendered environment, keeping a sense of context for the player. Using large artwork with generous buffer margins convey a sense of clarity, while celebrating the graphical fidelity featured in the game.
The information on this tab is also intended to be glanceable, as the player's intent for visiting the menu will most likely be to access the other tabs.
For the purposes of this design project, the control scheme is mapped to a standard Sony PlayStation Dual Shock 4 controller.
Dark Glass UI - Weapons
The weapon tab is intended to provide vital party equipment at a glance, allowing players to observe party build and strategy at ease.
Highlighting a weapon will allow you to either inspect it for further detail and lore (via full screen overlay), or swap it with another available weapon, all without leaving the weapon tab.
The design of the entire menu system is intended to achieve efficiency without sacrificing positive visual stimulants. The artwork is presented large and continues behind the weapon's vital information.
Dark Glass UI - Mastery
Mastery is the game's progression system. The player is awarded with an upgrade to their character, once per level. This is also incorporated in to the "post-battle" screen, so the flow of gameplay isn't interrupted.
As players choose their upgrades, their subclass identity is slowly defined, represented by progress meters on the left and right side. Players can also scroll ahead to view future upgrades.
Thank you for viewing this project. I will be updating this over the next few months with more design refinements and with the remainder of the tabs.
UX Note: The "Quest" and "Map" interface are combined into an overlay that can be presented above any screen, whether the player is in the playable space, or in the menu. The "Pause" screen (not shown), is also on another layer, (highest in the hierarchy of interfaces,) accessible from any interface.
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