Year 2025
When NG Studio commissioned me they explained that their UI did not match the style of the game, and they wanted to change that. So my first step was to talk in depth with the team about the game and its identity.

The story of Echoes from the Soul has a subtext of fighting inner demons. Throughout the game the outside world reflects the main character's inner world: they fight literal demons that represent past traumas, insecurities and fears. Because of that, the game has a strong mirror motif (especially broken ones, that represent the bad mental state of the character), one of the levels is even set in a house of mirrors. With that in mind, I decided to design the interface taking inspiration from mirror shards.

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The color scheme was also carefully chosen to meet the needs of the game and its identity: The levels, for the most part, display a lot of warmer colors like yellows and browns. The same can be said of the main character that dresses in red armor with a matching red sword. So I picked a color scheme of mostly dark blues that would not overshine the scenery or the character but could contrast well against them, making sure the interface wouldn't get lost on the screen.

Since the game was in the middle of its development process when I joined the team, there was already a user flow chart made for the project, I used it to guide myself to make the first wireframes. Then, in tandem with the main programmer we were able to spot places where the user experience could be improved and restructured it from there.

After some feedback, and talks with the first beta testers of the game, the interface was complete. The handoff was made via Figma, which can be checked out
here.

You can learn more about the game on
NG Studio’s Instagram or play the demo on Itch.io.
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Echoes from the soul
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Echoes from the soul
Year 2025
When NG Studio commissioned me they explained that their UI did not match the style of the game, and they wanted to change that. So my first step was to talk in depth with the team about the game and its identity.

The story of Echoes from the Soul has a subtext of fighting inner demons. Throughout the game the outside world reflects the main character's inner world: they fight literal demons that represent past traumas, insecurities and fears. Because of that, the game has a strong mirror motif (especially broken ones, that represent the bad mental state of the character), one of the levels is even set in a house of mirrors. With that in mind, I decided to design the interface taking inspiration from mirror shards.

image
image
The color scheme was also carefully chosen to meet the needs of the game and its identity: The levels, for the most part, display a lot of warmer colors like yellows and browns. The same can be said of the main character that dresses in red armor with a matching red sword. So I picked a color scheme of mostly dark blues that would not overshine the scenery or the character but could contrast well against them, making sure the interface wouldn't get lost on the screen.

Since the game was in the middle of its development process when I joined the team, there was already a user flow chart made for the project, I used it to guide myself to make the first wireframes. Then, in tandem with the main programmer we were able to spot places where the user experience could be improved and restructured it from there.

After some feedback, and talks with the first beta testers of the game, the interface was complete. The handoff was made via Figma, which can be checked out
here.

You can learn more about the game on
NG Studio’s Instagram or play the demo on Itch.io.
image
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image
Echoes from the soul
Year 2025
When NG Studio commissioned me they explained that their UI did not match the style of the game, and they wanted to change that. So my first step was to talk in depth with the team about the game and its identity.

The story of Echoes from the Soul has a subtext of fighting inner demons. Throughout the game the outside world reflects the main character's inner world: they fight literal demons that represent past traumas, insecurities and fears. Because of that, the game has a strong mirror motif (especially broken ones, that represent the bad mental state of the character), one of the levels is even set in a house of mirrors. With that in mind, I decided to design the interface taking inspiration from mirror shards.

image
image
The color scheme was also carefully chosen to meet the needs of the game and its identity: The levels, for the most part, display a lot of warmer colors like yellows and browns. The same can be said of the main character that dresses in red armor with a matching red sword. So I picked a color scheme of mostly dark blues that would not overshine the scenery or the character but could contrast well against them, making sure the interface wouldn't get lost on the screen.

Since the game was in the middle of its development process when I joined the team, there was already a user flow chart made for the project, I used it to guide myself to make the first wireframes. Then, in tandem with the main programmer we were able to spot places where the user experience could be improved and restructured it from there.

After some feedback, and talks with the first beta testers of the game, the interface was complete. The handoff was made via Figma, which can be checked out
here.

You can learn more about the game on
NG Studio’s Instagram or play the demo on Itch.io.
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