The GUI for Project Lagoon

BlueMajesty
1 min readDec 5, 2018

Project Introduction

After a lengthy break, I can finally post again. These next set of posts, are going to be about the UX and UI design of the product. To me, often times, game design is very closely entwined with user experience. My main reason for this type of thinking comes from a designer of team fortress 2. The man said in regards to balancing that whilst something may conceptually be fair, it might not feel fair. I apply the same sort of thinking to my game. This quote (which I sadly cannot find any more, feel free to correct or help me with this one) is a big part of the way I approach the screens and interface design of my game.

Instead of “feeling fair” it is “feeling simple” or “feeling straight forward”. Something can be as simple as two plus two, but if the user doesn’t feel that way almost always, is it really? As such most of the UX and UI, is very much function over form (which coincides with how I am in general, despite being a graphic designer).

This post is just a “hello” to all those reading, to let you know I still exist. But stay tuned, next week or so, I will have a heap load of content coming through.

Originally published at https://www.tumblr.com on December 5, 2018.

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