This is the item chest UI created for IRIDESCENT. All the visual assets including the shader background were self-created. A teammate programmed and animated the card logic.
This is a concept sketch created for the Chest UI implementation.
When creating a new UI element for the game, Nathan often creates a sketch to gather feedback from teammates before creating assets and shader effects.
This UI screen utilizes custom UI shaders that generate stylized graphical elements from existing 3D environments. It uses 2 thresholds of color comparison and can add repeating textures such as comic circles.
All 2D graphical elements had been hand drawn as well.
This is the run recap UI displayed to the player at the end of each run. All the UI elements were drawn and customized for this screen. The shards on the right use a shader that adds a shine to them when they initially appear.
A video showcasing the UI elements created on the side of the screen.
This UI was fully designed and drawn by Nathan.
It was designed to allow the player to focus on the colorful center of the screen, using UI elements that stick out of the peripheral vision to to frame the game and present vital information.
Other than stat changes, animated elements like this "Disabled Abilities" debuff interact with the UI to present a fun and visual representation of effects. Movement draws attention to vital information the player may need to react to.
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