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UI Design

The user interface of Vengeance Incarnate aims to increase emotional immersion into the game. As a narrative-driven and emotionally heavy experience, the UI is minimalistic, diegetic where possible, and emotionally neutral, ensuring the player stays focused on the story and game world. 

UI Pillars

Clear narrative readability

Text is legible, clear, and prioritized during key narrative moments.

Feedback without spoilers

Consequences are revealed after actions.

final game UI.png

Consistency and accessibility

Clear separation of sections and cohesive layouts across all systems.

Adaptive to Reincarnation as Different Animals

UI elements subtly change depending on the animal the player currently plays as, increasing immersion.

Design Choices

hud (Heads-up display)

Exists only to enable survival and spatial awareness

Displays only essential information like health or stamina

Narrative & choice UI

Clear, legible font

No hints towards which choice is “better” or “worse”

Minimal icons with no aggressive animations or effects

Neutral color palette, important information highlighted with other color

Outcomes of choices visible through character reactions, environmental changes or endings

Memory Interface

Memories are possible to rewatch through the main menu / inventory

Presented as small thumbnails without descriptions

The player can choose whether they want to interact with memories or avoid them

Inventory & Collectibles UI

Simple grid layout with clear categorization and labels

Inspection mode allows for deeper examination and narrative context

Designed with neutral background textures and subtle highlight effect to indicate interactivity with items

UI Adaptation to Specific Animals

There are small changes in the UI such as icon shapes or proportions depending on the chosen animal

Core layout stays the same to prevent confusion in players

UI concepts

gameplayui.png

UI during the gameplay

Inventory Icon

Health and Stamina Bars

Mini Map

Quest Based on Animal the player plays as

Skill 1 (dependent on animal the player plays as)

Skill 2 (dependent on animal the player plays as)

narrativeui.png

UI during dialogue

Skip Button

Dialogue box

Continue Button

UI Development

UI Layout

blankui.png

The user interface of Vengeance Incarnate aims to increase emotional immersion into the game. As a narrative-driven and emotionally heavy experience, the UI is minimalistic, diegetic where possible, and emotionally neutral, ensuring the player stays focused on the story and game world. 

Final version of the game's UI. It contains: circular space for the character's headshot, dialogue box, name box and settings button.

Animal Icons

UI icons designed for the animal choice screen. In the final version only raven icon appeared in the game as mouse and cat playthrough have not been developed.

raven_icon (1).png
mouse_icon (2).png
cat_icon (2).png
UI_Player_Menu (2).png

Player Menu

Player menu icon was designed in the place of inventory icon from the original UI concept. Upon pressing the button the player's inventory shows on screen with separate "items" and "memories" tabs. There is a total of six spaces for items found throughout the game, and undiscovered memories are marked with non-interactable question marks. The player can re-read already discovered memories at any time.

items inventory.png
memories inventory.png
reread memories.png

Custom cursor which loops a 4-frame animation in hover state. This ensures a clear communication of interactable elements (such as buttons, items, space rifts) to the player and increases visual appeal of the game.

cursor.gif

Cursor

Change Scene

ui_arrow (3).png
arrows.png

Red arrow buttons which upon interaction simulate walking in pointed direction. A mechanism for movement around Afterlife.

Map

A map of Afterlife which can be accessed in-game by pressing M. In the beginning it is fully grey as it has not been explored yet. As the player discovers new places in Afterlife, the corresponding map sectors become visible when accessing it. The map contains locations of all discovered space rifts, collectibles and characters, as well as the current location of the player. The player is marked with a red arrow which is turned in the direction the player is currently facing.

fully covered map.png
updated_map_with_icons (2).png

Concept vs Final UI

1. Mini map - in the final version of the game a full map can be accessed through pressing M, however, there is no map preview constantly present on the screen like in the original concept.

mini map.png
updated_map_with_icons (2).png

2. Inventory icon - in the final version of the game the inventory icon is replaced with player menu icon. Its primary function remains the same throughout the development.

inventory icon.png
player menu icon.png

3. Quests, animal skills, health and stamina bars - excluded from the final version of the game as they were not highest priority during the development.

animalquests.png
animal skills.png
health and stamina.png

4. Dialogue box - final version of the game contained a dialogue box with currently speaking character's headshot and their name. The skip option was moved from top right corner of the screen to bottom right corner of the dialogue box as it was a more convenient location.

narrativeui.png
dialogue.png

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