Although I have solid experience with designing mechanics and creating things that are ‘fun’, my eye for design from an art perspective is sorely lacking. The UI in its current state is informative, but hardly beautiful. I figured it was time to level up my UI/UX skills, and I’d been poking around the Humble Bundle site when something caught my eye: their bundle on that exact topic.
I haven’t read them all yet, but I started with David Kadavy’s Design for Hackers and I have to say it was really insightful. I will admit to skipping over some of the history sections, such as the origins of typefaces and the printing press, but it helped me to see things I didn’t know I wasn’t seeing before. Stuff like subtle alignments and relative proportion and white space to emphasise how important or related certain aspects of the design are.


Top: The original design, with dialogue at the top and an empty inventory open. Bottom: The new dialogue design and menu icons layout. (Excuse the placeholder image; I made my sister make some expressions for me on the condition that I not put them online. :P)
Although it sounds simple, the most crucial piece of advice was ‘question everything’. Why is the background brown? Why is the text white? Is a yellow highlight effective? Why is the name tag below the image, not above? Why is the clock to the left and the bag to the right? How far apart should the inventory slots be from one another?
Once I’d asked myself all these questions, I started playing with the relationship between components, from a functional and positional perspective. Although subtle, the ‘Matt’ and the top of the panel behind the photograph share the same upper alignment, connecting the two pieces of information. Obviously, the name of whoever is shown in the picture is being displayed, so they’re functionally related. I was hesitant to move the tag and the image so far from one another for this reason, but the colour and positioning helps connect them even when they’re so far apart. From a player’s perspective, the game can now be read top-down. I want to know WHO is talking before I know WHAT is being said. The image leaps off the page which its size, so even if the player isn’t paying attention to it, they can’t miss it.
I also tightened up the inventory some. In the final version I moved the menu elements to the left, as I wanted the responses to be displayed on the bottom right of the screen. This makes the whole dialogue structure mimic the text conversation format on most phones, where your responses are on the right and everything else is on the left. I’m yet to design the responses, as their height and length vary wildly and I have to be careful to cover as many scenarios as possible.
Main menu with the ring encircling the preview image
In other news, I’ve been experimenting with implementing a ring (which is used to travel through time) into the main menu. It’s a little clunky at the moment and looks more like a stone ring than a metal ring, but I will tweak the material and the lighting to fix that. Sadly, I’m yet to learn how particles work in Unity, but I’d love to have a miragey ‘wobble’ effect over the top of the image, as though the ring itself is a portal to another world (or another time, more accurately). I’m planning on creating a transition where the camera zooms straight into the ring with a flash upon selection. Currently there’s a simple fade to black transition, which does the job for now.
Finally, the game loop has finally been completed. In line with my plan to make the MVP as soon as possible, the game can be loaded up, timeline can be selected, the game starts, and all game over possibilities are coded in (bad interaction/time up/manually quit to menu). The player is also able to quit the application completely from the main menu. Baby steps, but we’re getting there!
I’m not gonna say I’m a UI master all of a sudden, but I definitely feel a lot more empowered when it comes to designing UI elements and questioning every single design decision.










