Project: SYN UI Design

Main Gear-Menu, in which the player can tab to other panels, as well as equip different equipment-pieces
Main Gear-Menu, in which the player can tab to other panels, as well as equip different equipment-pieces
Equipment-Screen for the Sword - it was important to have a clearly readable grid view, along with an information-popup which shows info on the currently selected item
Equipment-Screen for the Sword - it was important to have a clearly readable grid view, along with an information-popup which shows info on the currently selected item
Stones-Menu, on which stones for embuing different effects on items can be inspected
Stones-Menu, on which stones for embuing different effects on items can be inspected
Crafting-Screen, on which the player can craft depletable items, such as arrow, healing kits, etc.
Crafting-Screen, on which the player can craft depletable items, such as arrow, healing kits, etc.
Combat View, which toggles when locking on to an enemy, showing player health and stamina, as well as the same values for the locked-on enemy
Combat View, which toggles when locking on to an enemy, showing player health and stamina, as well as the same values for the locked-on enemy
Dialogue View, featuring the spoken dialogue and the player's dialogue choices
Dialogue View, featuring the spoken dialogue and the player's dialogue choices
For a project that I am creating for my Bachelors Thesis, as well as plan on to continue after this, I concepted some designs for different screens, such as equipment, combat, dialogue, etc.

The main focus of this design is to keep it simple and minimal. The flat colours scream simplicity to me and also fit the norse concept that I am going for. The inspiration for the menu layout and styling comes from games, such as ASHEN, God of War, and the Assassin's Creed-series.

The main colour splashes within the design come from
different levels of rarity for the equipment items.