UI/UX Redesign of the game Atlyss
~1.5 months
- Adobe Photoshop (Creation of Assets, Drawing and Painting)
- Adobe Illustrator (Specific Vector Work)
- Figma (Sitemap, User Flow, Wireframing, UI Design, Prototyping)
Atlyss is an indie action role-playing game developed by Kiseff and published under the name KisSoft. It's a game I particularly enjoy playing due to its fun and responsive combat mechanics, as well as its nostalgic aesthetics, which resemble an MMO from the 2000s.
- Lack of clarity and intuitiveness on how to use the HUD and access menus (lack of labels, prompts, and unintuitive designs).
- Critical elements are too close to the edges of the screen, far from the focal area of the gameplay (center of the screen).
- Unnecessary information cluttering the screen (we don't need to see how many items we have in our inventory at all times).
NOTES MADE ON TOP OF ORIGINAL HUD.
Atlyss's sitemap for this project
Compressed view of this project's user flow.
Overview of the entire user flow for this project.
Low-Fidelity Wireframe
Rough concepts for HUD elements
Final concept for central HUD element
(The HP and MP text was created through the modification of the "Nightmare Hero" typeface).
(Skill icons taken from the game's wiki page)
Finalized concept. Not all elements were polished as they were either a repetition of other assets already done or were going to be done in Figma.
Concepts for some menus. Final changes and details were done in Figma afterwards.
New HUD icons created by me. Most of them were redesigned from scratch, except the money bag, which was redrawn in higher resolution.
Stats icons. Most of them were existing icons redrawn from scratch in a higher resolution. The axe icon was completely redesigned, and the shield and skull icons were designed by me from scratch.
UI Kit created in Figma to easily assemble UI elements and menus.
Attribute cards that appear when the player hovers the mouse over an item in their inventory.
In this project, I have confirmed that starting by figuring out the information architecture of the game helps to determine the scope of the project, takes less effort than starting to design UI elements, and saves tons of time later on. This is not the first project that I started by figuring out a sitemap and a user flow before moving on to the visuals, yet it confirms this feeling I've been having.