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UI PROTOTYPES

Here, you can see prototypes I have developed within Adobe XD and Figma for both personal and university-related projects, as well as context to my design choices for it.

FIRE EMBLEM ENGAGE - UI REDESIGN

Due to Adobe XD's incompatability with controller-based prototypes in browser, I've instead made a video that showcases how the interface works.

Fire Emblem Engage is a game released for Nintendo Switch in 2023. For our UI Design Module, we were given the opportunity to redesign the UI for a game around a specified problem. I chose Fire Emblem Engage around the following problem.

"Fire Emblem Engage’s UI is difficult and misleading to navigate. It is hard to find certain options in the menu and things will often be found under titles that you may not associate with the option you are trying to find."

The following prototype is a proof of concept, not being a full fledged redesign due to the amount of sub-menus Engage has, but instead a demonstration of a menu which is clearer and easier to navigate, with clearer name labels, options that were hard to find have been moved to the main screen, and easier navigation of options in showing more options on screen or condensing options into categories over having the player scroll down an extremely long list.

You can find more about my design and testing process through the bottom button.

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CLOCK COLLISION

Z - Select

X - Back

Arrow Keys - Navigation

(Title Screen BG done by Simon Marczyk for a commission.)

 

This is a proof of concept Main Menu for a game I'm working on, Clock Collision. I wanted to have as many considerations for ease of access as for what to do when making it, such as on-screen indicators of controls, or popups that indicate what a specific action will do.

Additionally, I also began work in progress wireframes of the Main Menu, though have yet to complete said wireframes for the sub-menus of it, as well as experimental versions of how the overworld display and dialogue system may look. I have been researching through a Miro Board how other RPG games present the complexites of a menu system and will continue to make interations based on my research.

Below is a gallery of various interfaces displayed here in the prototype.

PHONE WALLET KEYS

Phone Wallet Keys was a game made for the GMTK Game Jam 2023, where I was the solo-dev, including UI Artist. While the simple menu made it so that there was very little prototyping needed, I still originally struggled with button layout that prototyping helped me with in correlating point to point. Additionally, you can view the other interfaces I made for this, such as the dialogue system.

You can find out more about this project by selecting the button below.

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