Whalefall UI
For a game centered on a fantasy war but not in like, a gritty way, I wanted the UI to reflect the game's charming personality with motifs like scrolls and war banners. As a fan of Persona 5's lively menus, I strived to achieve something similar with animated flags during battles and an expressive main character in the pause menu.
Role: Art Director
UI Team: Me, Ashli Hudson, Atley Sakamoto, Giulia Biazus
Studio
Whitethorn Games
Whitethorn Games
Genre
JRPG / SRPG / Visual Novel
Platforms
PC, Consoles (Unreleased)
JRPG / SRPG / Visual Novel
Platforms
PC, Consoles (Unreleased)
Website
Steam Page
Steam Page
Battle UI
Battle Flag Assets
Battle UI Concepts
Health Bar Portraits
Health and Armor Progression:
Armor Break
Turn Order
UX Challenge & Solution
Readability is key, and the player needs to be able to easily read the turn order to get information on when characters will take their turns. We didn't want to rely on color-coding blue for allies and red for enemies, as not only is it easy to miss but colorblind players wouldn't notice a difference at all. I made the Enemy Marker symbol to clearly mark where each enemy is in the turn order. Enemies are also more opaque and facing the opposite direction from player characters.
Damage Numbers
Critical Hit
Status Effect Icons
Enemy Targeting Concepts
Shop UI
Pause Menu
Pause Menu Screen Transitions
Preparation Screen Concept
Dialogue UI