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Immersive menu UI design & art - Fantasy game

This work was part of my thesis where I studied immersive game menus and focused on keeping the game's world present throughout a play session. It's very common design for menus to work only as a means to get to the gameplay as fast and smoothly as possible, but because in a fantasy roleplaying management game much of the gameplay happens outside of action, I think it's important to keep the player immersed to create more memorable experiences.
*Background rooms were drawn by another artist.*

Main menu where  buttons are scene objects with floating texts. For accessibility, simple buttons with skeuomorphic design were added to the top of the screen.
Idea was to bring the guild's mercenaries to the table, possibly with dialogue.

Main menu where buttons are scene objects with floating texts. For accessibility, simple buttons with skeuomorphic design were added to the top of the screen.
Idea was to bring the guild's mercenaries to the table, possibly with dialogue.

Party management book shows available and unavailable heroes, their stats, and slots for undiscovered characters to create anticipation.

Party management book shows available and unavailable heroes, their stats, and slots for undiscovered characters to create anticipation.

Quest board with areas for a map, quests, objectives, rewards, and skill selection.

Quest board with areas for a map, quests, objectives, rewards, and skill selection.

Icons: Physical power and defence, Magical power and defence, Aggro value, Speed, Ability cooldown.
I used matching colours with keywords that the game already had in tooltips.

Icons: Physical power and defence, Magical power and defence, Aggro value, Speed, Ability cooldown.
I used matching colours with keywords that the game already had in tooltips.

New blacksmith/inventory design: Browsing and equipping gear as well as slots for recycling unwanted gear.

New blacksmith/inventory design: Browsing and equipping gear as well as slots for recycling unwanted gear.