Next to my other tasks, I was asked to investigate a new way to inform the player of the progress of machines that are producing different items.
As we did not have any in-world UI element that would provide such communication, I explored a custom element in the shape of a thought-bubble, using shared styling from the provided design system.
To reinforce the dynamic and active state of this bubble, I decided to also propose an animated icon, which in the case of a running machine ended up being a gear/cog that was continuously rotating.
This element was also later largely adapted project-wise by many other designers and programmers to communicate more critical information and states that required player action.

Inform
Diegetic
Modular
Over the production of SEED, more and more player-character-related features were added, including Status Effects, Machine-Learning-supported Thoughts, and a Backpack to display carried items, all on top of the already present Needs panel, which outlined common character needs, such as Hunger, Thirst, etc.
To avoid cluttering the screen area with multiple panels containing all of these details, we decided to implement a solution using tabs, which would toggle one information-heavy panel at a time, which the player was able to open at any time.