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UI/UX
DESIGNS
TINY TALES (PC/CONSOLES/MOBILE)
MAIN MENU SCREEN
User accessibility is a vital component of design. Ensuring that the interface has little resistance when it comes to readability is key to making a product usable in PC, consoles, or mobile devices. Designing products so that it is compatible with all devices is also great and efficient for business.
NOTE: Everything except illustrations of buildings and creatures were made by me.
IN-UNIVERSE DESIGN (IMMERSION)
Retention and immersion are at the key of every game. Players can be brought to motivation by simple quests attached to a reward (carrot and stick). Integrating the quests and UI in a way that is part of the player's narrative provides an even stronger sense of motivation. Designing and naming the functions of the UI that speak the language of the world it represents also helps to drive a sense of immersion.
However, it is best not to confuse everyone. So this is how the layer works:
Functional Layout (buttons) are NOT in-universe > Interactive elements SHOULD be in-universe (in-game language).
DIEGETIC IMMERSION
If the UI can be diegetic, it can sometimes pay off. In Tiny Tales, the goal was to make the game feel story-driven like you're flipping through a book. Elements that could be presented like a story were made diegetic while functional aspects of the UI were designed with monotone colors and designs so they stand apart from each other.
PHONE EXAMPLE
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