#Inferno
For my master’s graduation project I worked with UX and visual design for a 2.5D puzzle game called #Inferno.
During the project I worked alongside Elena Zakynthinou and Sofie Kjær Schmidt, with whom I shared the responsibility of project management, art direction and narrative design.
Gameplay
The gameplay of #Inferno is centered around redirecting lasers to hit targets within the levels. Once all targets in a level are hit, the level is completed and the player can progress to the next one. The game gradually becomes more complex, creating a steadily increasing difficulty curve.
The user experience
As the UX designer, my objective was to use the visual design to clearly and intuitively communicate to the player how the game should be played. For this reason, visual elements were split into two categories: background elements that are purely decorative and gameplay elements that the player would interact with. We created a design system that would make gameplay elements stand out and be clearly visible to the player.
Background elements
#1B8476
#14494A
#131230
#18615A
#071717
#272855
#289878
#49DEE1
#9954BB
#8D9968
#0E408B
#053136
#A46950
#061B3C
#053A65
Hostile (40%)
Neutral (40%)
Friendly (20%)
Neutral (50%)
Friendly (50%)
#F29824
#F2A23C
Gameplay elements
Readability of gameplay elements
The design of gameplay elements also needed to make their functionality instantly readable to help the player navigate the game. To achieve this, their designs were based on already-existing objects that the player would be familiar with.
Other visual elements such as level layout, framing and lighting were also used to draw attention to the right gameplay elements at the right time, ensuring that the player does not get lost or confused.
Levers
Manipulate the height of hanging lasers. Their square shape indicates to the player that they are neutral, stationary objects.
Wheels
Rotate lasers in the game. Similarly to the levers, wheels are also stationary and use the same shape language.
Mirrors
Reflect lasers and redirect them. They are movable objects which is communicated by them having wheels and a round, dynamic shape.
Level 1
Level 2
Level 3
M
W
M
T
M
T
M
L
T
T
L
B
T
B
B
T
B
W
W
W
B
M
M
B
L
M
T
L
W
B
M
T
T
B
W
T
W
B
B
M
T: target (not hit)
B: laser beam
L: lever
W: wheel
M: mirror
Framing
Having a camera that follows the player makes it possible to place our gameplay elements so that everything the player needs to solve a puzzle is within view at the same time.
Sections
Dividing each level into smaller sections allows the player to focus on the elements relevant to the puzzle they’re currently working on.
Highlighting
Using lighting to highlight the relevant gameplay elements helps them stand out from the background, making them the center og attention.
Visual design
Some of the graphical assets I created for level 2 as well as screenshots of the final product in-game.