A UI concept that blends the bright, polished look of a casual competitive game with a gritty post-apocalyptic setting — a world that was once cheerful and full of bold colour, now carrying signs of wear, muted tones and a more restrained style.
Interface concept
The screen has to carry two moods at once: the playful charm of where this world came from, and the hardship of what it became. Bold shapes and clean panels do the first; worn texture, muted colour and a restrained palette do the second. The grime stays in the frame and the background, and keeps clear of anywhere a player has to read a number.
The building-assignment screen — a survivor's portrait, their previous life, the four attributes that decide where they are worth posting, and the cost of levelling them.
Final screen
Earlier passes at the same screen, kept for the record rather than shown at size.
Draft 1
Draft 2
Draft 3
Contains third-party reference material
The research behind the screen: her own icon set built against sourced icon sheets, an annotated breakdown crediting what each decision came from, and the collected boards.
Icons — with sourced references
Annotated — third-party games
Moodboard 1 — third-party
Moodboard 2 — third-party
Moodboard 3 — third-party
Moodboard 4 — third-party