This is my first time designing a sci-fi oriented UI, and I had a bit of trouble controlling the style. I looked for a lot of references and spent a lot of time thinking about how to combine the feeling of dreams with sci-fi.
This is my first time designing a sci-fi oriented UI, and I had a bit of trouble controlling the style. I looked for a lot of references and spent a lot of time thinking about how to combine the feeling of dreams with sci-fi.
Designed an attachment UI for each weapon, which really took a lot of time. Then I separated the weapons, medicine, and energy to make it clearer. This will also make it easier to add other items later. I also made a display page to showcase the weapons and items.
Designed an attachment UI for each weapon, which really took a lot of time. Then I separated the weapons, medicine, and energy to make it clearer. This will also make it easier to add other items later. I also made a display page to showcase the weapons and items.
finished all puzzle design for the level 1, 2, 3
finished all puzzle design for the level 1, 2, 3
Add some crystalline pieces floating on the surface to indicate that this is memory, along with some drifting particles. If I have time later, I will make them dynamic.
Add some crystalline pieces floating on the surface to indicate that this is memory, along with some drifting particles. If I have time later, I will make them dynamic.
I want the overall style to be more sci-fi and dreamy, incorporating some deconstructed and chaotic lines.
I want the overall style to be more sci-fi and dreamy, incorporating some deconstructed and chaotic lines.
One major challenge was enemy balancing during the layout phase. While designing encounters in 2D maps, I lacked concrete gameplay data—enemy speed, damage, health, and player DPS were all estimates. This made it difficult to fully judge encounter difficulty and pacing on paper alone.
One major challenge was enemy balancing during the layout phase. While designing encounters in 2D maps, I lacked concrete gameplay data—enemy speed, damage, health, and player DPS were all estimates. This made it difficult to fully judge encounter difficulty and pacing on paper alone.
I defined enemy roles (basic melee, ranged, elite variants) and planned how encounters escalate across levels. Placement was designed to shape movement—forcing repositioning, controlling sightlines, and creating pressure zones rather than pure difficulty spikes.
I defined enemy roles (basic melee, ranged, elite variants) and planned how encounters escalate across levels. Placement was designed to shape movement—forcing repositioning, controlling sightlines, and creating pressure zones rather than pure difficulty spikes.
The focus was on puzzles that gate progression without breaking momentum: locker search and circuit connection in the pre-level, pathway switching in the lab, spatial reconnection in the city, and conveyor shutdown in the factory.
The focus was on puzzles that gate progression without breaking momentum: locker search and circuit connection in the pre-level, pathway switching in the lab, spatial reconnection in the city, and conveyor shutdown in the factory.
Worked on level layout and player flow for all stages.
I blocked out the main paths, side routes, and loops, focusing on readability, pacing, and spatial hierarchy. Vertical layers, sightlines, and safe vs risky routes were planned early to support different combat and exploration styles.
Worked on level layout and player flow for all stages.
I blocked out the main paths, side routes, and loops, focusing on readability, pacing, and spatial hierarchy. Vertical layers, sightlines, and safe vs risky routes were planned early to support different combat and exploration styles.
The focus is on narrative design and overall structure. Since our team has three artists, and considering their different artistic styles, and inspired by Satoshi Kon's film ”Paprika“
The focus is on narrative design and overall structure. Since our team has three artists, and considering their different artistic styles, and inspired by Satoshi Kon's film ”Paprika“