#game user interface
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sahdevvala · 2 years ago
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MOBILE GAME USER INTERFACE (UI) DESIGN
#adobe #adobeillustrator #illustrator #illustration #vector #vectorart #Ai #graphicdesign #graphicdesigner #creative #creativegraphicdesigner #creativegraphic #creativedesigner #sahdevvala #valasahdev #kshitijvivan #kshitij_vivan #educationvala #educationcala.com #drawingandillustrations #vectorart #art #illustartiondrawing #gamingui #gaminguserinterface #mobileui #mobilegaminginterface #mobileuimockup
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gamecrio · 11 months ago
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tishaajain02 · 1 year ago
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Game
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scipunk · 26 days ago
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Avalon (2001)
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kawaoneechan · 5 days ago
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A'ight. This is what the inventory screen looks like in Animal Crossing New Horizons, right?
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And this is what the few UI elements Project Special K has so far look like.
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Which is not too different from the mockup I'd made May last year when this got started if I say so myself.
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Just a little brighter, a little blue-er, and maybe a little too close to the top edge. All things that two config files can change.
So I was thinking earlier, would a similar style work for the inventory?
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I kinda freehanded the scale and amount of things (and I just bothered to count and it turns out I got the amount just right what the fuck) and the bells counter is missing but yeah, instead of a bubble it'd be a screen-spanning rectangular panel. With the // edges on the other elements so far it'd have to be like that or the entire grid is slanted to match. Alternatively, the sides of the panel could be straight vertical but fade out.
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prokopetz · 2 years ago
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All I'm saying is that as someone whose first console was a Mattel Intellivision, the sorts of control schemes that mobile developers would have us believe are reasonable ways of playing an action game on your phone are starting to feel eerily familiar.
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rico-tyrell · 2 years ago
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explorermoo · 3 months ago
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Moth Survivors - UI Elements
The final bit of assets made for Moth Surivors! Icons! A good chunk of the game would be management, so the iconography was going to be important. Besides showcasing the prototype characters, we also have icons for every powerup and pickup in the game, health, xp, money, etc.
Posted using PostyBirb
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thisischeri · 2 years ago
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instagram: cheri.png
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dogwoodgirlsgame · 4 months ago
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Votes: face on save file or save sprite? (Cursor and background still subject to change but first things first is getting all the right information to show properly)
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Also, I know this is a controversial opinion in the Nancy Drew fandom, but I really like the fourth UI aka the “Updated UI” which was in Tomb of the Lost Queen through Sea of Darkness. I love the always present inventory and the expandable task list that moves completed items out of the way. And, I mean, it’s wood grain! What’s not to love??
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vlada-artblog · 6 months ago
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I've made hundreds of icons for Nightingale, here is a glimpse at some of them! The metal bases for ingots was hand painted, the ores are a mixture of painting, 3D models, and photobash. I referenced Soulslike icon conventions heavily, especially Elden Ring. The alchemical symbol alphabet was developed to help with accessibility (differentiate all the ingots accounting for colour blindness).
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tishaajain02 · 1 year ago
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Game user interface
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scipunk · 8 months ago
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Avalon (2001)
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destined-productions · 8 months ago
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Excited to share a glow-up for Mighty Marbles! 🎉 Check out the old vs. new level transitions—what a difference! Now every level even has its own name. 🚀 Which style do you prefer?
I love making this game with passion and I am so excited to share it with the world, but somehow I need to let the world know. Unfortunately the way steam works is the more wishlists the more visibility, so if you are interested it is super appreciated :)
Wishlist on steam or visit the website to find out more mightymarbles.com
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prokopetz · 1 year ago
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"Turn-based roguelikes going graphical is bad because old school ASCII user interfaces are so much more transparent and accessible" yeah, I love guessing which of three or four completely different things a given ASCII character represents this time. Having the screen transform unrecognisably between one turn and the next and trying to figure out what the fuck just happened by combing through a log file which somehow manages to be both cryptically terse and exhaustingly verbose at the exact same time is fun and enriching. Being forced to choose between navigating a menu system that puts hyper-specific commands you will literally never use at the top level while nesting commands you'll be using constantly four layers deep, and resorting to non-rebindable hotkeys whose semantic mappings were evidently designed by someone whose native language is Klingon? Genuinely the highlight of my day.
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