ui design for
crypt fall
a BRIEF OVERVIEW
First Steps
Flowcharting
Crypt Fall is an "endless-faller" mobile game designed to keep the player striving to survive and beat their personal best records.
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Design step through
My design for our project's UI was centered over keeping things cohesive throughout each screen and keeping all important information within just a few clicks from everything.
flowcharting
Flowcharting all the different paths a player may take is a crucial step in my UI design process. Creating these flowcharts helped map out however many different screens we may need and how we'll need to connect everything.
First round of UI prototyping
First round of main menu UI
prototyping
Most of my first days were spent designing mock-ups of our UI screens and discussing them with our UI artist. Our first ideas were very spread out in terms of design, look, and feel of our game. We were wanting to go for a more minimalist look in the front end UI compared to a cartoony and stylized in game and pause menu. Our shop menu had a very spooky and haunted feel to it.
completed designs
The thing I wanted to achieve most was a sense of cohesiveness throughout every menu. I worked with our UI artist to create a style of icons that fit within our game style of underground and rocky.
Each menu would hold about the same design and button placement as other screens in order for the player to quickly generate a sort of muscle memory about where on the screen to click to complete the desired action.
Meet the team
design
Project Lead, Documentation & Production, Gameplay Designer
Sara Masek
UI Designer / Engineer, Gameplay Designer, Programmer
Gabriella Torres
Main Programmer, Gamplay Designer, QA Lead
Sean Beauchene
art
&
animation
Project Lead, Texture Artist, 3D Modeler
Zoe Coughlin
Project Coordinator, 3D Artist, UI Artist
Bailey Shadid
Project Co-Lead
3D Modeler, Texture Artist
Josh Miller
Particle Effects, 3D Modeler
Zachary Merritt
Lead Animator, Rigger, Cinematics
Daniel Gomez
Animator, Rigger, Cinematics
Colin Tuner