Selected Works

Selected Works

Submerge | Interactive Ocean Ecology

Submerge | Interactive Ocean Ecology

Submerge | Interactive
Ocean Ecology

Skills

Interaction Design, Game UX, Data Visualization, Information Architecture, Prototyping, User Flows, Spatial UX, Micro-interactions, Visual Systems

Skills

Interaction Design, Game UX, Data Visualization, Information Architecture, Prototyping, User Flows, Spatial UX, Micro-interactions, Visual Systems

Skills

Interaction Design, Game UX, Data Visualization, Information Architecture, Prototyping, User Flows, Spatial UX, Micro-interactions, Visual Systems

Role

UX/UI Designer

Role

UX/UI Designer

Role

UX/UI Designer

Duration

3 weeks | Individual Project
3 weeks | Individual Project

Duration

3 weeks | Individual Project

Tools

Figma, Aesprite, Figjam

Tools

Figma, Aesprite, Figjam

Tools

Figma, Aesprite, Figjam

The Problem

Students struggle to understand complex ocean ecosystems when static diagrams present multiple variables and relationships at once, causing cognitive overload and low engagement. Teachers also lack interactive tools to progressively reveal scientific complexity during instruction.

The Problem

Static ocean diagrams present too many relationships at once, overwhelming students, while teachers lack tools to progressively reveal ecosystem complexity.

The Solution

Designed a gamified, spatial interface that enables exploration of ocean zones while progressively revealing organisms, environmental data, and food web relationships.

The Solution

Designed a gameified, spatial learning interface that allows users to explore ocean zones, interact with organisms, and gradually uncover environmental data and food web relationships. Progressive disclosure, atmospheric feedback, and modular UI controls support intuitive understanding and adaptable teaching.
Designed a gameified, spatial learning interface that allows users to explore ocean zones, interact with organisms, and gradually uncover environmental data and food web relationships. Progressive disclosure, atmospheric feedback, and modular UI controls support intuitive understanding and
adaptable teaching.

Final Design

Game Concept

Submerge

An interactive deep-sea exploration game where users pilot a submarine to descend through ocean depth zones, discover marine organisms, and progressively unlock ecological relationships and environmental data. Through spatial navigation, atmospheric changes, and interactive inspection mechanics, players build an intuitive understanding of how pressure, temperature, biodiversity, and food webs shift across the ocean’s
vertical ecosystem.

Final Design

Submerge

An interactive deep-sea exploration game where users pilot a submarine to descend through ocean depth zones, discover marine organisms, and progressively unlock ecological relationships and environmental data. Through spatial navigation, atmospheric changes, and interactive inspection mechanics, players build an intuitive understanding of how pressure, temperature, biodiversity, and food webs shift across the ocean’s vertical ecosystem.

Game Concept

Game Concept

Submerge

An interactive deep-sea exploration game where users pilot a submarine to descend through ocean depth zones, discover marine organisms, and progressively unlock ecological relationships and environmental data. Through spatial navigation, atmospheric changes, and interactive inspection mechanics, players build an intuitive understanding of how pressure, temperature, biodiversity, and food webs shift across the ocean’s vertical ecosystem.

Early Mapping of the Experience

Collaborated to analyze existing oceanography diagrams and identify patterns in hierarchy, density, and relationship clarity. Mapped key learning and gameplay flows, including zone navigation, organism discovery, environmental data awareness, and progressive complexity control.

Process

Interaction Moments

OBservation

Establish spatial orientation and ecosystem context through depth cues, atmospheric visuals, and environmental overview.

Change

Adjust variables such as depth and filters to explore how conditions and ecological
relationships shift.

inspection

Select organisms or interactions to reveal layered educational details without disrupting
overall context.

Task Flow & Low-Fidelity Wireframes

Individually explored wireframe directions, then collaborated to synthesize the strongest concepts into a unified task flow. This process clarified the teaching sequence, interaction hierarchy, and progression of complexity before moving into visual design. Below is the final composite wireframe flow developed as a team.

Visual System

From this stage onward, I independently created the visual and interaction execution, designing the complete visual system and creating all environmental, creature, and interface assets that shaped the final experience.

Custom Pixel Visual System

All assets were designed pixel-by-pixel in Aseprite and built into modular, animated Figma components

Prototyping

Developed a high-fidelity interactive prototype in Figma to simulate full gameplay flow, including zone transitions, creature encounters, journal interactions, and dynamic interface states. Reusable component systems and connected screen sequences enabled rapid iteration while testing navigation clarity, interaction pacing, and progressive information reveal.

Process

Early Mapping of the Experience

Collaborated to analyze existing oceanography diagrams and identify patterns in hierarchy, density, and relationship clarity. Mapped key learning and gameplay flows, including zone navigation, organism discovery, environmental data awareness, and progressive complexity control.

Interaction Moments

OBservation

Establish spatial orientation and ecosystem context through depth cues, atmospheric visuals, and
environmental overview.

Change

Adjust variables such as depth and filters to explore how conditions and ecological relationships shift.

inspection

Select organisms or interactions to reveal layered educational details without disrupting overall context.

Task Flow & Low-Fidelity Wireframes

Individually explored wireframe directions, then collaborated to synthesize the strongest concepts into a unified task flow. This process clarified the teaching sequence, interaction hierarchy, and progression of complexity before moving into visual design. Below is the final composite wireframe flow developed as a team.

Choose Your Learning Path

Players begin by selecting a game mode that matches their preferred learning style, then choose an ocean zone to start their exploratory descent.

Encounter & Decide

As players enter a selected ocean zone, they encounter marine life and choose whether to investigate ecological relationships or continue exploring deeper environments.

Understand Your Position

Players reference the depth map to view their current location within the ocean’s vertical zones, reinforcing spatial awareness and ecological scale.

Uncover System Complexity

Filter controls allow users to progressively reveal food web structures and ecological interactions, supporting advanced learning and conceptual depth.

Zone Transition & Scale Awareness

Users select a new depth zone and receive a visual confirmation that communicates the magnitude of the descent and reinforces spatial understanding.

Unlock New Discoveries

Encountering marine life reveals key ecological insights and adds the species to a cumulative journal, allowing players to track learning progress and deepen understanding of each ocean zone.

Designing Learning
Through Interaction

Designing Submerge strengthened my ability to translate complex scientific systems into intuitive, interactive experiences. This project reinforced the value of progressive disclosure, spatial storytelling, and visual consistency in reducing cognitive overload while sustaining engagement. Creating the full visual system and interaction prototype independently also deepened my confidence in building scalable design solutions from concept through execution.

Reflections

High-Fidelity

Experience Walkthrough

Visual System

From this stage onward, I independently created the visual and interaction execution, designing the complete visual system and creating all environmental, creature, and interface assets that shaped the final experience.

Custom Pixel Visual System

All assets were designed pixel-by-pixel in Aseprite and built into modular, animated Figma components

Prototyping

Developed a high-fidelity interactive prototype in Figma to simulate full gameplay flow, including zone transitions, creature encounters, journal interactions, and dynamic interface states. Reusable component systems and connected screen sequences enabled rapid iteration while testing navigation clarity, interaction pacing, and progressive information reveal.

Process

Early Mapping of the Experience

Collaborated to analyze existing oceanography diagrams and identify patterns in hierarchy, density, and relationship clarity. Mapped key learning and gameplay flows, including zone navigation, organism discovery, environmental data awareness, and progressive complexity control.

Task Flow & Low-Fidelity Wireframes

Individually explored wireframe directions, then collaborated to synthesize the strongest concepts into a unified task flow. This process clarified the teaching sequence, interaction hierarchy, and progression of complexity before moving into visual design. Below is the final composite wireframe flow developed as a team.

Visual System

From this stage onward, I independently created the visual and interaction execution, designing the complete visual system and creating all environmental, creature, and interface assets that shaped the final experience.

Custom Pixel Visual System

All assets were designed pixel-by-pixel in Aseprite and built into modular, animated Figma components

Prototyping

Developed a high-fidelity interactive prototype in Figma to simulate full gameplay flow, including zone transitions, creature encounters, journal interactions, and dynamic interface states. Reusable component systems and connected screen sequences enabled rapid iteration while testing navigation clarity, interaction pacing, and progressive
information reveal.

Game Concept

Submerge

An interactive deep-sea exploration game where users pilot a submarine to descend through ocean depth zones, discover marine organisms, and progressively unlock ecological relationships and environmental data. Through spatial navigation, atmospheric changes, and interactive inspection mechanics, players build an intuitive understanding of how pressure, temperature, biodiversity, and food webs shift across the ocean’s vertical ecosystem.

Interaction Moments

OBservation

Establish spatial orientation and ecosystem context through depth cues, atmospheric visuals, and environmental overview.

Change

Adjust variables such as depth and filters to explore how conditions and ecological relationships shift.

inspection

Select organisms or interactions to reveal layered educational details without disrupting overall context.

Designing Learning Through Interaction

Designing Submerge strengthened my ability to translate complex scientific systems into intuitive, interactive experiences. This project reinforced the value of progressive disclosure, spatial storytelling, and visual consistency in reducing cognitive overload while sustaining engagement. Creating the full visual system and interaction prototype independently also deepened my confidence in building scalable design solutions from concept
through execution.

Reflections

High-Fidelity

Experience Walkthrough

Choose Your Learning Path

Players begin by selecting a game mode that matches their preferred learning style, then choose an ocean zone to start their exploratory descent.

Encounter & Decide

As players enter a selected ocean zone, they encounter marine life and choose whether to investigate ecological relationships or continue exploring deeper environments.

Understand Your Position

Players reference the depth map to view their current location within the ocean’s vertical zones, reinforcing spatial awareness and ecological scale.

Unlock New Discoveries

Encountering marine life reveals key ecological insights and adds the species to a cumulative journal, allowing players to track learning progress and deepen understanding of each ocean zone.

Uncover System Complexity

Filter controls allow users to progressively reveal food web structures and ecological interactions, supporting advanced learning and conceptual depth.

Zone Transition & Scale Awareness

Users select a new depth zone and receive a visual confirmation that communicates the magnitude of the descent and reinforces spatial understanding.

Designing Learning Through Interaction

Designing Submerge strengthened my ability to translate complex scientific systems into intuitive, interactive experiences. This project reinforced the value of progressive disclosure, spatial storytelling, and visual consistency in reducing cognitive overload while sustaining engagement. Creating the full visual system and interaction prototype independently also deepened my confidence in building scalable design solutions from concept through execution.

Reflections

High-Fidelity

Experience Walkthrough

Choose Your Learning Path

Players begin by selecting a game mode that matches their preferred learning style, then choose an ocean zone to start their exploratory descent.

Encounter & Decide

As players enter a selected ocean zone, they encounter marine life and choose whether to investigate ecological relationships or continue exploring deeper environments.

Understand Your Position

Players reference the depth map to view their current location within the ocean’s vertical zones, reinforcing spatial awareness and ecological scale.

Unlock New Discoveries

Encountering marine life reveals key ecological insights and adds the species to a cumulative journal, allowing players to track learning progress and deepen understanding of each ocean zone.

Uncover System Complexity

Filter controls allow users to progressively reveal food web structures and ecological interactions, supporting advanced learning and conceptual depth.

Zone Transition & Scale Awareness

Users select a new depth zone and receive a visual confirmation that communicates the magnitude of the descent and reinforces spatial understanding.

Reflections

Designing Learning Through Interaction

Designing Submerge strengthened my ability to translate complex scientific systems into intuitive, interactive experiences. This project reinforced the value of progressive disclosure, spatial storytelling, and visual consistency in reducing cognitive overload while sustaining engagement. Creating the full visual system and interaction prototype independently also deepened my confidence in building scalable design solutions from concept through execution.

Early Mapping of the Experience

Collaborated to analyze existing oceanography diagrams and identify patterns in hierarchy, density, and relationship clarity. Mapped key learning and gameplay flows, including zone navigation, organism discovery, environmental data awareness, and progressive complexity control.

Process

Interaction Moments

OBservation

Establish spatial orientation and ecosystem context through depth cues, atmospheric visuals, and environmental overview.

Change

Adjust variables such as depth and filters to explore how conditions and ecological relationships shift.

inspection

Select organisms or interactions to reveal layered educational details without disrupting overall context.

Task Flow & Low-Fidelity Wireframes

Individually explored wireframe directions, then collaborated to synthesize the strongest concepts into a unified task flow. This process clarified the teaching sequence, interaction hierarchy, and progression of complexity before moving into visual design. Below is the final composite wireframe flow developed as a team.

Visual System

From this stage onward, I independently created the visual and interaction execution, designing the complete visual system and creating all environmental, creature, and interface assets that shaped the final experience.

Custom Pixel Visual System

All assets were designed pixel-by-pixel in Aseprite and built into modular, animated Figma components

Prototyping

Developed a high-fidelity interactive prototype in Figma to simulate full gameplay flow, including zone transitions, creature encounters, journal interactions, and dynamic interface states. Reusable component systems and connected screen sequences enabled rapid iteration while testing navigation clarity, interaction pacing, and progressive information reveal.

High-Fidelity

Experience Walkthrough

Choose Your Learning Path

Players begin by selecting a game mode that matches their preferred learning style, then choose an ocean zone to start their exploratory descent.

Encounter & Decide

As players enter a selected ocean zone, they encounter marine life and choose whether to investigate ecological relationships or continue exploring deeper environments.

Understand Your Position

Players reference the depth map to view their current location within the ocean’s vertical zones, reinforcing spatial awareness and ecological scale.

Unlock New Discoveries

Encountering marine life reveals key ecological insights and adds the species to a cumulative journal, allowing players to track learning progress and deepen understanding of each ocean zone.

Uncover System Complexity

Filter controls allow users to progressively reveal food web structures and ecological interactions, supporting advanced learning and conceptual depth.

Zone Transition & Scale Awareness

Users select a new depth zone and receive a visual confirmation that communicates the magnitude of the descent and reinforces spatial understanding.

Ryan.markley@live.com

Romarkle@ncsu.edu

(919) 818- 4747

ryan.markley@live.com

(919) 818- 4747

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Ryan.markley@live.com

Romarkle@ncsu.edu

(919) 818- 4747

Ryan.markley@live.com

Romarkle@ncsu.edu

(919) 818- 4747

Ryan.markley@live.com

Romarkle@ncsu.edu

(919) 818- 4747

The Problem

Students struggle to understand complex ocean ecosystems when static diagrams present multiple variables and relationships at once, causing cognitive overload and low engagement. Teachers also lack interactive tools to progressively reveal scientific complexity during instruction.

Solution

Designed a gameified, spatial learning interface that allows users to explore ocean zones, interact with organisms, and gradually uncover environmental data and food web relationships. Progressive disclosure, atmospheric feedback, and modular UI controls support intuitive understanding and adaptable teaching.