




I mocked up the interface referencing beat-'em-up games as well as visual novels to combine the two opposing aesthetics. To create a sense of immersion, I aimed to subtly mimic a high schooler's scrapbook by including spiral binding, sequins, and light horizontal lines reminiscent of a lined notebook.







To cohesively and consistently combine the two opposing visual aesthetics, I used bright highlighter inspired accent colors alongside highly textured and dynamic shapes and typography to contribute to the lighthearted yet action-packed game-feel.







I used wireframes to map the visual elements on the screen and ensure a degree of continuity between each screen. Keeping in mind the narrative, I incorporated diegetic elements when I could, using a diary to represent the menu and save selection screen. That being said, I prioritized legibility and functionality above aesthetics, making sure that the skill tree had a comprehensible design by referencing fan favorite skill trees from other games.


To design an accurate and informative user flow, I researched the game genres used to create my concept. Looking into existing third person, open world, and beat-'em-up games, I identified the necessary screens and systems for the entire gameplay experience. The modular design also allowed for adjustments as the game concept evolved.



To design UI that feels relatable to young women, I referenced media that is targeted to them, including Japanese Manga Magazines, stationery, and fashion magazines. I also referenced fighting media, largely pro wrestling because of its emphasis on fashion and spectacle.
