SHIVANI SHYAM's profile

Sands Of Vengeance UI design

My workflow process initiates with the collection of references from diverse sources, including various games, Pinterest images, and theme-specific moodboards. This initial research phase provides a broad base of inspiration and contextual understanding. Subsequently, I develop a detailed sequence diagram to meticulously plan and visualize the design process, ensuring a structured and efficient approach from conceptualization to final execution.
Next, I finalize the font style and color scheme based on the game's theme. For an Egyptian-themed game, I selected the font Mate SC for its chic and subtly ancient aesthetic. The color palette was derived from the moodboard, aligning closely with the Egyptian theme.
I begin by creating initial wireframes, essentially rough sketches that allow for freeform ideation and experimentation. This approach enables rapid prototyping and more effective wireframing or blockouts. My ideation process often includes quick sketches of screens, where I plan the placement of icons, text, buttons, and other UI elements. Additionally, I note tips and ideas to enhance the UI's overall appeal.
I utilize references from other games to explore and potentially adopt their styles for my UI design. For instance, I have drawn inspiration for title screens from Hades and Apex Legends, experimenting with whether the title should be placed inside a card or directly on the background. This comparative analysis helps refine and enhance the visual presentation of my game.
After selecting the design, I create rapid greyscale blockouts using just text and placeholders. This helps visualize the layout and make necessary adjustments. Initially, I faced challenges as the background art was not ready, making it difficult to determine if the colors and fonts would complement each other, especially with the decision to place a card over the background.
Following the wireframing, I moved on to designing icons, a task both enjoyable and challenging. The designer requested icons for various abilities, including heal, lightning, melee, and soul-collector, as well as for the health bar, Egyptian eye, book, Anubis (game logo), and button hover states. As this was my first UI project, I initially struggled with ensuring the HUD icon colors aligned with the dynamic game backgrounds while maintaining the ancient Egyptian theme. I overcame these challenges by watching tutorials, seeking peer and professional reviews, and playing similar themed games to gain insights and improve my designs.
I took the opportunity to work with Unreal Engine, exporting my PNGs and setting up the UI widget blueprints. Collaborating with my programmer, we integrated the UI into the engine, using the Lyra game template as a base. This required modifications to both the blueprint and programming aspects. Although working with Unreal Engine was challenging, it was a valuable learning experience that gave me a deeper understanding of UI programming.
Sands Of Vengeance UI design
Published:

Sands Of Vengeance UI design

Published:

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