Aftermath - Diegetic UI
An individual project focused on designing an in-game menu relatable to the game world, to assist in maintaining player immersion as much as possible.
User Flow - All Menus

Simple and straightforward UI
Familiar Phone Symbols
Menu is made up of simple UI buttons represented by familiar phone symbols to replicate the feeling of using a phone.
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Simplifying Functionality
The phone's functionality is simplified to suit the purpose of being the main/popup menu. Keeping the buttons minimal and simple also reduces distraction and confusion.

Everything exists in the game world
Menu that helps player immersion
The focus of this game project is to keep players immersed in the game scenario, thus the goal is to ensure that the menu does not become static and is as much as possible relatable to the game world.
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Diegetic UI
To keep players immersed in the game world, every UI element relates and exists in the game world itself, menus are displayed from the character's mobile phone and instructions/notices are displayed as physical wallpaper or graffiti in the background.
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Hand Movement Animation
Animations like the flicking of phone is used between phone transitions to suggest the handling of the phone by the character. It suggests that the phone is not simply floating in mid air, thus keeping the phone menu "grounded" in the game world. The animation also somewhat hints the behavior of the character.
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Main Menu leads up to the game
Direct Transition into the game
A goal in mind for this project was to ensure smooth transition from the main menu into the game. The player would start the game in the same alleyway as the one seen in the main menu.
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Using Main Menu to frame initial scene
The main menu is used to frame the opening of the alleyway, suggesting the player to go there right after the game starts. This also allows players to catch glimpses of flying debris floating past the end of the alleyway which hints the player of the theme and mood of the game.
