Role
Game UI/UX Designer
Tools
Adobe Photoshop
Timeline
14 Days
Screens Delivered
15 Screens
Genre
Fantasy RPG / MMO

The Brief

"Ascendant Link: Chronicles of the Infinite Tower" is a fantasy RPG built around climbing an ever-changing tower — parties of players fight through floors, gear up, and take on bosses together. Unlike a single-screen HUD job, this needed a full interface system: every menu a player would touch across a session, from the very first loading screen to deep crafting menus, all sharing one consistent sci-fantasy visual language — glowing cyan edges, angular hexagonal frames, and elegant serif titles over a dark UI base.

Scope of Work

Fifteen screens, one coherent world.

A 14-day build meant establishing the visual system on day one — panel borders, glow treatment, iconography, typography — then applying it consistently across every menu a player opens.

🎬 Onboarding & Story

Loading screen, main menu, cinematic letterbox narrative beats, and an interactive tutorial checklist.

❤️ Core HUD & Combat Feedback

Main HUD, enemy health bars across three threat tiers, and a real-time party status bar for group play.

🧝 Character & Progression

Character creation, equipment paper-doll, inventory, and a full combat "Arts" skill-loadout system.

🗺️ World & Quests

A zoomable world map with leveled regions and a tabbed quest log tracking objectives and rewards.

🔨 Crafting & Settings

A side-jobs crafting system (Blacksmith, Alchemist) and a full 4-tab settings menu.

Onboarding & Story

Setting the tone before play even starts.

The first three minutes decide whether a player takes the game seriously — a painterly loading screen, a clean main menu, and cinematic-style story beats do that heavy lifting.

Ascendant Link loading screen

Loading Screen

A painterly tower illustration with the game's serif logotype, a styled progress bar, and rotating gameplay tips.

Ascendant Link main menu

Main Menu

Play, Shop, Settings, and Credits over the same tower art, with a live player-count readout for social proof.

Cinematic letterbox narrative UI

Cinematic Letterbox

Widescreen bars and serif narration text frame key story beats like "You have been brought to the Infinite Tower."

Tutorial checklist UI

Tutorial Checklist

A simple keybind checklist (Move, Jump, Sprint, Dodge) that confirms each action as the player tries it.

Core HUD & Combat Feedback

Readable at a glance, mid-fight.

Health, stamina, XP, gold, and objectives all had to read instantly during combat — and enemy threat level needed to be obvious before a player committed to a fight.

Main HUD with health, stamina and minimap

Main HUD

Level badge, HP/stamina/XP bars, gold counter, minimap, objective tracker, and a contextual "Open Chest" prompt.

Enemy HP bar tiers

Enemy HP Bar Tiers

Three escalating styles — Regular Mob, Elite Mob, and Mini-Boss — so threat level is legible before the fight starts.

Party status bar UI

Party Status Bar

Role-coded icons and color-flash states (damage taken, healed, downed) for up to six party members at once.

Character & Progression

Where players spend the most time.

Character build screens get opened constantly, so these needed the clearest hierarchy and the most restraint — no glow effect competing with the stats a player actually needs to read.

Character creation UI

Character Creation

Live-preview avatar builder with eyes, eyebrows, mouth, hair, hair color, skin tone, and outfit accent controls.

Equipment paper-doll panel

Equipment Panel

A paper-doll layout with rarity-coded slot borders and a hover-to-compare view against newly found gear.

Inventory grid UI

Inventory

Category tabs, a grid of item slots, and a detail panel with gear score, stats, and equip/drop/trash actions.

Combat skill loadout UI

Resonance Arts (Skill Loadout)

A three-column drag-to-equip system for combat skills, weapon mastery progress, and a respec option.

World & Quests

Knowing where to go, and why.

A hand-painted world map paired with a clear quest tracker so players always have a next objective in sight.

World map UI

World Map

Leveled regions, zoom controls, a legend, and click-to-set custom waypoints over painterly terrain art.

Quest log UI

Quest Log

Main/Side/Bounty tabs, a progress percentage, checkable objectives, and a reward preview row.

Crafting & Settings

The systems underneath the adventure.

A profession-based crafting system and a full settings suite — the unglamorous screens that still need to feel like part of the same game.

Side jobs crafting UI

Side Jobs (Crafting)

Blacksmith and Alchemist professions with job XP, combat perks, and a filterable recipe book.

Settings menu UI

Settings

Audio, Video, Controls, and Interface tabs — every slider, toggle, and rebind a player would expect.

Design Approach

Every screen was built entirely in Adobe Photoshop — panels, glow effects, and iconography constructed as reusable layer groups so the same hexagonal frame and cyan edge-light could be dropped into any new menu without rebuilding it from scratch. With fifteen screens due in fourteen days, the priority was a strict shared component library from day one: one button state, one panel border, one icon weight, reused everywhere instead of redesigned per screen.

The visual language leans into "elegant sci-fantasy" — serif display type for narrative moments (loading screen, cinematic beats) paired with a clean geometric sans for functional HUD text, so the game reads as epic during story moments and stays perfectly legible during fast combat.

Building a game that needs a full UI system? Let's talk.