Tales of Aamsveen
Tales of Aamsveen is the biggest project I have worked on as of yet. For this 2 month long project I worked in a team of 7 for a customer. We were tasked with creating a horror game based on Twente Folk tales.
Work in Progress
As of now this project is still on-going. My team and I are working long hours to meet our own expectation.
In The Tale of Aamsveen you are tasked with finding your son inside the haunted swamp of Aamsveen. With chilling environmental details and frightening monsters lurking around, this task won't be an easy one
Personal Contribution
For this Product I took on the role of UI/UX designer, taking on the full responsibility of designing and implementing all of the UI elements and doing everything within my power to keep the player engaged at all times.
My UI elements consist of a vast assortment of tutorial guides, interaction prompts, counters, sliders and various menus.
Tutorial Segments
Since this was a larger scale production I was encouraged to spend more attention on tutorial segments that would familiarize the player with the game's features. Instead of just putting all of the key binds in a setting panel, I decided to show the dietetically in game through the use of scripted tutorial segments.
Interact Prompts
This game has a plethora of interactable clues and props, therefore I created prompts for every type of interaction, be it one for picking up a clue, refueling your lantern or offering a tribute to the altar.
Slider
The Tale of Aamsveen has big emphasis on managing your only light source. To make it clear I opted for a circular slider that indicates your fuel level. There are 2 consumption rates depending if the player is passively holding the lamp or actively shining it. To make the drain rate clear I implemented a secondary bar that lerps towards the fuel bar, this servers as an indicator to how fast you are consuming fuel.
*Apologies for the low res gif.
Menu and Pause screens