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Dead Air - UI Design & Concepts

UI designs and concepts for an open-world psychological horror game "Dead Air", created during 2 months (half-time) at University of Skövde, 2023.

The art direction were a mix of medieval/gothic themes and WW2 technology, while the UI leans more on the medieval theming. My responsibility during the project was focusing on creating the UI, and making it not only thematically fit the art direction but also trying to incorporate it on a diegetic plane, specifically the crafting system (which is inspired by how The Forest (2018)'s inventory and crafting system worked). Sadly because of problems with implementing the system near the deadline, the diegetic elements had to be scaled down and become more non-diegetic in the end, but I'm still satisfied with the result!

In-game screenshot of the potion part of the inventory

In-game screenshot of the potion part of the inventory

In-game screenshot of the arrow part of the inventory

In-game screenshot of the arrow part of the inventory

In-game screenshot of the ingredients part of the inventory

In-game screenshot of the ingredients part of the inventory

In-game screenshot of the potion crafting table

In-game screenshot of the potion crafting table

In-game screenshot featuring dialogue UI

In-game screenshot featuring dialogue UI

In-game screenshot of the HUD (1/3)

In-game screenshot of the HUD (1/3)

In-game screenshot of the HUD (2/3)

In-game screenshot of the HUD (2/3)

In-game screenshot of the HUD (3/3)

In-game screenshot of the HUD (3/3)

Concepts of the player vitals

Concepts of the player vitals

Concepts of the dialogue and item description UI

Concepts of the dialogue and item description UI

Logos I made for the game and the project group (not a real company)

Logos I made for the game and the project group (not a real company)