UI concept
Swamp
This case is a set of visual concepts for a game I made up.
I was inspired by Assassin's Creed Valhalla, The Witcher 3.

My main task was to convey the magical, mysterious mood of a huge ancient slavic swamp. There are different enemies, unusual locations, seasonal events take place .. All this can be explored by the player.
First of all, I determined the atmosphere of the game. To do this, I collected references corresponding to the keywords and relied on them when working.
After that, I took up the study of the world - after all, it is he who gives the most sensations from the game. I started work by working out the location with the hunting lodge.
It should make a slightly disturbing impression, because the player does not yet know what awaits him here. But the bread crumbs at the location show that it is calm here - this is a flower pattern on the house, a calm hare.
After the photobash of the location, I took up the UI - added markers, progress bars and everything else that the player needs to know during the game.
And now it's time to make the Gear interface!
Here the player dresses his character, which means that it directly affects how fast the battles will take place. All items of equipment come in different rarity, it is standardly indicated by the colored background of the cell.
On the first screen, you can see what the player is currently wearing, how worn out the equipment is, for which cells there are new items. You can hover over a cell to make it active.
All photos used for the photobash belong to their respective owners and are used here as an example.
By clicking on the cell, the player falls to the next level of the Gear. Here you can choose new equipment.
All photos used for the photobash belong to their respective owners and are used here as an example.
The next important era for the player is Abilities. Here you can choose a special skill and pump it. All skills belong to a certain group, corresponding to the behavior in battle:
  • ranged combat - bow and arrows,
  • ranged bombs,
  • melee - axe,
  • treatment.
The player also has an Inventory, which stores various useful things. Using an example, I showed how the notes that the game finds while traveling look like.
    And the last detailed screen that the player will see from time to time is the death screen.
      Thanks for watching!