Selected Works
Selected Works
Shadow Insignia - Narrative Game UI
Shadow Insignia - Narrative Game UI



Skills
UI/UX Design, Wireframing, Prototyping, Typography, Storytelling
Skills
UI/UX Design, Wireframing, Prototyping, Typography, Storytelling
Skills
UI/UX Design, Wireframing, Prototyping, Typography, Storytelling
Role
UX/UI Designer
Role
UX/UI Designer
Role
UX/UI Designer
Duration
4 weeks | Group Project
Duration
4 weeks | Group Project
Duration
4 weeks | Group Project
Tools
Figma, Adobe Ai & Ps
Tools
Figma, Adobe Ai & Ps
Tools
Figma, Adobe Ai & Ps
Tools
Figma, Adobe Ai & Ps
The Problem
Modern multiplayer games struggle with issues like poor accessibility for colorblind players, scheduling conflicts that make coordination hard, and overly complex controls that disrupt gameplay. These challenges reduce inclusivity and limit the social and immersive experience of gaming.
The Problem
Modern multiplayer games struggle with issues like poor accessibility for colorblind players, scheduling conflicts that make coordination hard, and overly complex controls that disrupt gameplay. These challenges reduce inclusivity and limit the social and immersive experience of gaming.
The Solution
The project introduces a narrative-driven multiplayer interface that addresses color blindness through customizable visuals, enables flexible social play with asynchronous features, and simplifies control systems for seamless gameplay.
The Solution
The project introduces a narrative-driven multiplayer interface that addresses color blindness through customizable visuals, enables flexible social play with asynchronous features, and simplifies control systems for seamless gameplay.
Preview
Game Concept
Shadow Insignia
A forest is consumed by mysterious Shadows, corrupting creatures and spreading chaos. A trapped wizard’s artifact unleashes greed and darkness, threatening the forest. Players must find the Staff of Shimorith and use its power to fight back and restore balance, guided by glowing lost souls.
Key Focuses
Core Features That Define the Adventure
Online Multiplayer
Team up with friends or face rivals worldwide in intense battles and epic missions.
Visual Accesibility
Colorblind-friendly features ensure clear visuals of characters and hazards for all players.
Customizable Gameplay
Craft your strategy by customizing weapons and combining characters for unique challenges.
Preview
Game Concept
Shadow Insignia
A forest is consumed by mysterious Shadows, corrupting creatures and spreading chaos. A trapped wizard’s artifact unleashes greed and darkness, threatening the forest. Players must find the Staff of Shimorith and use its power to fight back and restore balance, guided by glowing lost souls.
Process
Early Mapping of the Experience
Defining the core gameplay flow, from character and weapon selection to accessibility settings and active game visuals.


Mid-Fidelity Wireframes
Exploring Flow and Functionality
These wireframes build upon initial concepts, introducing more structure and detail to illustrate the game’s evolving interface, player choices, and accessibility options. The flow has been adjusted for better clarity and ease of understanding.

Key Focuses
Core Features That Define the Adventure
Online Multiplayer
Team up with friends or face rivals worldwide in intense battles and epic missions.
Visual Accesibility
Colorblind-friendly features ensure clear visuals of characters and hazards for all players.
Customizable Gameplay
Craft your strategy by customizing weapons and combining characters for unique challenges.
Process
Early Mapping of the Experience
Defining the core gameplay flow, from character and weapon selection to accessibility settings and active
game visuals.

Mid-Fidelity Wireframes
Exploring Flow and Functionality
These wireframes build upon initial concepts, introducing more structure and detail to illustrate the game’s evolving interface, player choices, and accessibility options. The flow has been adjusted for better clarity and ease of understanding.

Going Forward
High-Fidelity
Key Input and Observations
Ideas into Action
Before moving to high fidelity, I focused on exploring game layouts that balance ease of play and adaptability across platforms. I expanded on my research in order refine layouts to cater specifically to PC players while maintaining flexibility for console use. Additionally, I aimed to optimize dashboard space to ensure clear and intuitive preparation steps for players.

Embark on Your Journey: Choose Your Path
The game's start menu offers players options for multiplayer quests, single-player exploration, and seamless navigation on consoles, laptops, or PCs.

Select your champion
In this case, the player sticks with the default character, Sable Shadowheart, a master archer, and prepares to equip her for battle. A variety of other unique characters remain available for future exploration.


Equip your weapon
Players review weapon stats and options to choose one that fits their strategy. With their selection made, it's time for the adventure to begin!



CUstomize your experience
Accessibility options, such as colorblind filters, enhance visibility and inclusivity. Once customized, the game applies these settings, immersing players and preparing them to embark on their journey.
Prototype
Design is Where Function
Meets Empathy
This project provided a valuable opportunity to refine my design process and address the challenges of creating an intuitive, inclusive gaming interface. Transitioning from low- to high-fidelity wireframes highlighted the need for adaptable layouts to support both PC and console players. Key decisions, like optimizing dashboard space for clarity and incorporating accessibility features such as colorblind filters, ensured a seamless and inclusive experience. This process strengthened my ability to balance functionality and aesthetics, and I look forward to further refining the design through user testing and exploring new ways to enhance player engagement.
Reflections
Going Forward
Key Input and Observations
Before moving to high fidelity, I focused on exploring game layouts that balance ease of play and adaptability across platforms. I expanded on my research in order refine layouts to cater specifically to PC players while maintaining flexibility for console use. Additionally, I aimed to optimize dashboard space to ensure clear and intuitive preparation steps for players.
Process
Early Mapping of the Experience
Defining the core gameplay flow, from character and weapon selection to accessibility settings and active
game visuals.


Mid-Fidelity Wireframes
Exploring Flow and Functionality
These wireframes build upon initial concepts, introducing more structure and detail to illustrate the game’s evolving interface, player choices, and accessibility options. The flow has been adjusted for better clarity and ease of understanding.


Game Concept
Shadow Insignia
A forest is consumed by mysterious Shadows, corrupting creatures and spreading chaos. A trapped wizard’s artifact unleashes greed and darkness, threatening the forest. Players must find the Staff of Shimorith and use its power to fight back and restore balance, guided by glowing lost souls.
Key Focuses
Core Features That Define
the Adventure
Online Multiplayer
Team up with friends or face rivals worldwide in intense battles and epic missions.
Visual Accesibility
Colorblind-friendly features ensure clear visuals of characters and hazards for all players.
Customizable Gameplay
Craft your strategy by customizing weapons and combining characters for unique challenges.
Key Focuses
Core Features That Define the Adventure
Online Multiplayer
Team up with friends or face rivals worldwide in intense battles and epic missions.
Visual Accesibility
Colorblind-friendly features ensure clear visuals of characters and hazards for all players.
Customizable Gameplay
Craft your strategy by customizing weapons and combining characters for unique challenges.
Designing for Immersion and Accessibility
This project helped me explore how game interfaces can balance immersion, accessibility, and usability. As the designs evolved from low to high fidelity, I refined layouts for both PC and console players while focusing on clearer onboarding, navigation, and customization. Accessibility features like colorblind filters reinforced the importance of creating inclusive systems without losing the game’s atmosphere.
Reflections
High-Fidelity
Ideas into Action

Embark on Your Journey: Choose Your Path
The game's start menu offers players options for multiplayer quests, single-player exploration, and seamless navigation on consoles, laptops, or PCs.
Select your champion
In this case, the player sticks with the default character, Sable Shadowheart, and prepares to equip her for battle. A variety of other unique characters remain available for future exploration.

Equip your weapon
Players review weapon stats and options to choose one that fits their strategy. With their selection made, it's time for the adventure to begin!


CUstomize your experience
Accessibility options, such as colorblind filters, enhance visibility and inclusivity. Once customized, the game applies these settings, immersing players and preparing them to embark on their journey.



Prototype
Design is Where Function Meets Empathy
This project provided a valuable opportunity to refine my design process and address the challenges of creating an intuitive, inclusive gaming interface. Transitioning from low- to high-fidelity wireframes highlighted the need for adaptable layouts to support both PC and console players. Key decisions, like optimizing dashboard space for clarity and incorporating accessibility features such as colorblind filters, ensured a seamless and inclusive experience. This process strengthened my ability to balance functionality and aesthetics, and I look forward to further refining the design through user testing and exploring new ways to enhance player engagement.
Reflections
High-Fidelity
Ideas into Action
Embark on Your Journey: Choose Your Path
The game's start menu offers players options for multiplayer quests, single-player exploration, and seamless navigation on consoles, laptops, or PCs.

Select your champion
In this case, the player sticks with the default character, Sable Shadowheart, a master archer, and prepares to equip her for battle. A variety of other unique characters remain available for future exploration.

Equip your weapon
Players review weapon stats and options to choose one that fits their strategy. With their selection made, it's time for the adventure to begin!


CUstomize your experience
Accessibility options, such as colorblind filters, enhance visibility and inclusivity. Once customized, the game applies these settings, immersing players and preparing them to embark on their journey.



Prototype
Reflections
Design is Where Function Meets Empathy
This project provided a valuable opportunity to refine my design process and address the challenges of creating an intuitive, inclusive gaming interface. Transitioning from low- to high-fidelity wireframes highlighted the need for adaptable layouts to support both PC and console players. Key decisions, like optimizing dashboard space for clarity and incorporating accessibility features such as colorblind filters, ensured a seamless and inclusive experience. This process strengthened my ability to balance functionality and aesthetics, and I look forward to further refining the design through user testing and exploring new ways to enhance player engagement.
Shadow Insignia
A forest is consumed by mysterious Shadows, corrupting creatures and spreading chaos. A trapped wizard’s artifact unleashes greed and darkness, threatening the forest. Players must find the Staff of Shimorith and use its power to fight back and restore balance, guided by glowing lost souls.
Game Concept
Early Mapping of the Experience
Defining the core gameplay flow, from character and weapon selection to accessibility settings and active game visuals.
Process


Mid-Fidelity Wireframes
Exploring Flow and Functionality
These wireframes build upon initial concepts, introducing more structure and detail to illustrate the game’s evolving interface, player choices, and accessibility options. The flow has been adjusted for better clarity and ease of understanding.

Going Forward
Key Input and Observations
Before moving to high fidelity, I focused on exploring game layouts that balance ease of play and adaptability across platforms. I expanded on my research in order refine layouts to cater specifically to PC players while maintaining flexibility for console use. Additionally, I aimed to optimize dashboard space to ensure clear and intuitive preparation steps for players.
Prototype
High-Fidelity
Ideas into Action

Embark on Your Journey: Choose Your Path
The game's start menu offers players options for multiplayer quests, single-player exploration, and seamless navigation on consoles, laptops, or PCs.

Select your champion
In this case, the player sticks with the default character, Sable Shadowheart, a master archer, and prepares to equip her for battle. A variety of other unique characters remain available for future exploration.


Equip your weapon
Players review weapon stats and options to choose one that fits their strategy. With their selection made, it's time for the adventure to begin!



CUstomize your experience
Accessibility options, such as colorblind filters, enhance visibility and inclusivity. Once customized, the game applies these settings, immersing players and preparing them to embark on their journey.
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