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After the Fall UI

UI elements from the hit VR title 'After the Fall' where I was the UI Designer. This was one of my first projects at Vertigo Games where i worked closely with the lead programmers and system designers to style and optimize the games UI. The idea was to have an 80's style vibe to the UI (with a more modern feel). Originally it had been planned to have more glow and scan line effects to the UI, but this caused performance issues with all the extra rendered effects, so it had to be simplified. This is just a small selection of the huge amount of designs and mock-ups that were created.

The very first mock-up, inspired by a Casio watch (The game was set to have an 80's vibe)

The very first mock-up, inspired by a Casio watch (The game was set to have an 80's vibe)

Updated UI to feel a little more modern, with the idea if it being based on an old DOS operating system.

Updated UI to feel a little more modern, with the idea if it being based on an old DOS operating system.

Due to the UI overlay causing FPS spikes, an overlay was not possible, so a new menu overlay was developed.

Due to the UI overlay causing FPS spikes, an overlay was not possible, so a new menu overlay was developed.

The menu was intended to have the vibe of an operating system and would be accessed via arcade machines spread though out the games play spaces.

The menu was intended to have the vibe of an operating system and would be accessed via arcade machines spread though out the games play spaces.

A selection of game controllers created for the player settings menu.

A selection of game controllers created for the player settings menu.

The weapon purchase and crafting screens. Modifications could be unlocked by finding disks throughout the game.

The weapon purchase and crafting screens. Modifications could be unlocked by finding disks throughout the game.

The weapon and modification icons created for the weapons UI.

The weapon and modification icons created for the weapons UI.

At the end of a run, disks would be decrypted to show the player what weapon modifications they had obtained.

At the end of a run, disks would be decrypted to show the player what weapon modifications they had obtained.

The player Health bar and Harvest UI. Harvest is collected during runs and is used as the currency to upgrade weapons. It was originally intended to help a player level up as well, so the orange bar would of been the players level progress bar.

The player Health bar and Harvest UI. Harvest is collected during runs and is used as the currency to upgrade weapons. It was originally intended to help a player level up as well, so the orange bar would of been the players level progress bar.

The Nameplates used thoughout the game. The idea was to give the impression of a HUD that match's the games other UI elements, to give the impression of a global operating system.

The Nameplates used thoughout the game. The idea was to give the impression of a HUD that match's the games other UI elements, to give the impression of a global operating system.

Screen overlay hover tool tips to show ammunition types and weapons that the player may find around the world.

Screen overlay hover tool tips to show ammunition types and weapons that the player may find around the world.

Achievement icons for Steam and Sony that the player earns via various task completions. (locked and unlocked states). Legendary Achievements are colored to help show off their special status.

Achievement icons for Steam and Sony that the player earns via various task completions. (locked and unlocked states). Legendary Achievements are colored to help show off their special status.