Hades: Mobile
Mobile UI Overhaul - University Project
Hades: Mobile
Mobile UI Overhaul - University Project
Hades: Mobile
Mobile UI Overhaul - University Project
Hades: Mobile
Mobile UI Overhaul - University Project
Tools
Figma, Adobe After Effects
Tools
Figma, Adobe After Effects
Tools
Figma, Adobe After Effects
Tools
Figma, Adobe After Effects
This was a university project in which I adapted the Hades UI for mobile play whilst attempting to maintain the visual style Supergiant Games used.
Mobile UI Research
Before starting the project, I focused on a critical aspect of game user interface design: how players interact with movement, attack, dodging, and abilities. Since these elements are central to Hades gameplay, I needed to figure out how to adapt them from a controller to a mobile touchscreen. To begin, I analysed games that have been ported from other platforms to mobile and took notes on their approaches.
Wireframing
I then started mapping the placement of essential interactive buttons using screenshots I previously captured. I'm also highlighting how to access important features like the boon tracker.
Adapting a game designed for larger screens with controllers to smaller screens with touchscreen controls is challenging. While I don't expect to create every screen for this project, I'm aiming to create the following:
Main HUD(Heads-Up Display) used in Home Hub & General Runs
Keepsake Collection/Selection screen
Boon Selection screen
Boon Collection screen
After creating the wireframe for the General HUD UI, I noticed that I had missed a button for casting a spell, meaning there would need to be five buttons instead of four. This was addressed in a later iteration.
The Keepsake Selection screen required adjustments for mobile devices because in the standard version of Hades, it's a sizable menu designed for larger monitors and TV screens. Given the constraints of a smaller mobile screen, I needed to reconfigure its functionality. I determined that the most effective approach was to implement a side-scrolling menu that would showcase three keepsakes at a time.
High-Fidelity
Designing the general UI was time-consuming as I had to create icons for movements and attacks typically assigned to controller buttons. These icons needed to be clear and instantly recognizable for the user.
The "Attack" button, designed after Zagreus' sword.
The "Cast" button, represented by a Diamond.
The "Special" button, causing a ground explosion.
The "Call" button, charging as you defeat enemies.
The "Dodge" button.
When opening Boon Collection on a mobile screen, it slides out from the left, and tapping a boon reveals a pop-up on the right displaying Zagreus' boon effects.
Recreating the Keepsake Selection for mobile was challenging, and while it's not yet fully complete, I'm proud of maintaining its fidelity to the original design.
Final Prototype
After receiving valuable feedback, I promptly addressed the necessary corrections and completed the designs. These were some of the changes made:
Increasing the size of the health bar and the text inside it
Moving the cast counter over the cast button, making it easier to see
Adding a movement state for when the user isn’t interacting with it
Changing the colour scheme on the ‘Call’ button, as it should stand out from the rest
Adding Pause indication to menus
Lastly, I proceeded to animate a prototype.
I thoroughly enjoyed crafting this video, but I believe that for the next project, it would be beneficial to upscale everything to a 1080P resolution, considering the current video is designed for an iPhone 14 Max Pro screen size.
Special thanks to Hannah Braybrook (Rebellion North: UI Designer) for looking through my Figma file and leaving some extremely insightful comments for me.
NEXT PROJECT
This was a university project in which I adapted the Hades UI for mobile play whilst attempting to maintain the visual style Supergiant Games used.
Mobile UI Research
Before starting the project, I focused on a critical aspect of game user interface design: how players interact with movement, attack, dodging, and abilities. Since these elements are central to Hades gameplay, I needed to figure out how to adapt them from a controller to a mobile touchscreen. To begin, I analysed games that have been ported from other platforms to mobile and took notes on their approaches.
Wireframing
I then started mapping the placement of essential interactive buttons using screenshots I previously captured. I'm also highlighting how to access important features like the boon tracker.
Adapting a game designed for larger screens with controllers to smaller screens with touchscreen controls is challenging. While I don't expect to create every screen for this project, I'm aiming to create the following:
Main HUD(Heads-Up Display) used in Home Hub & General Runs
Keepsake Collection/Selection screen
Boon Selection screen
Boon Collection screen
After creating the wireframe for the General HUD UI, I noticed that I had missed a button for casting a spell, meaning there would need to be five buttons instead of four. This was addressed in a later iteration.
The Keepsake Selection screen required adjustments for mobile devices because in the standard version of Hades, it's a sizable menu designed for larger monitors and TV screens. Given the constraints of a smaller mobile screen, I needed to reconfigure its functionality. I determined that the most effective approach was to implement a side-scrolling menu that would showcase three keepsakes at a time.
High-Fidelity
Designing the general UI was time-consuming as I had to create icons for movements and attacks typically assigned to controller buttons. These icons needed to be clear and instantly recognizable for the user.
The "Attack" button, designed after Zagreus' sword.
The "Cast" button, represented by a Diamond.
The "Special" button, causing a ground explosion.
The "Call" button, charging as you defeat enemies.
The "Dodge" button.
When opening Boon Collection on a mobile screen, it slides out from the left, and tapping a boon reveals a pop-up on the right displaying Zagreus' boon effects.
Recreating the Keepsake Selection for mobile was challenging, and while it's not yet fully complete, I'm proud of maintaining its fidelity to the original design.
Final Prototype
After receiving valuable feedback, I promptly addressed the necessary corrections and completed the designs. These were some of the changes made:
Increasing the size of the health bar and the text inside it
Moving the cast counter over the cast button, making it easier to see
Adding a movement state for when the user isn’t interacting with it
Changing the colour scheme on the ‘Call’ button, as it should stand out from the rest
Adding Pause indication to menus
Lastly, I proceeded to animate a prototype.
I thoroughly enjoyed crafting this video, but I believe that for the next project, it would be beneficial to upscale everything to a 1080P resolution, considering the current video is designed for an iPhone 14 Max Pro screen size.
Special thanks to Hannah Braybrook (Rebellion North: UI Designer) for looking through my Figma file and leaving some extremely insightful comments for me.
NEXT PROJECT
This was a university project in which I adapted the Hades UI for mobile play whilst attempting to maintain the visual style Supergiant Games used.
Mobile UI Research
Before starting the project, I focused on a critical aspect of game user interface design: how players interact with movement, attack, dodging, and abilities. Since these elements are central to Hades gameplay, I needed to figure out how to adapt them from a controller to a mobile touchscreen. To begin, I analysed games that have been ported from other platforms to mobile and took notes on their approaches.
Wireframing
I then started mapping the placement of essential interactive buttons using screenshots I previously captured. I'm also highlighting how to access important features like the boon tracker.
Adapting a game designed for larger screens with controllers to smaller screens with touchscreen controls is challenging. While I don't expect to create every screen for this project, I'm aiming to create the following:
Main HUD(Heads-Up Display) used in Home Hub & General Runs
Keepsake Collection/Selection screen
Boon Selection screen
Boon Collection screen
After creating the wireframe for the General HUD UI, I noticed that I had missed a button for casting a spell, meaning there would need to be five buttons instead of four. This was addressed in a later iteration.
The Keepsake Selection screen required adjustments for mobile devices because in the standard version of Hades, it's a sizable menu designed for larger monitors and TV screens. Given the constraints of a smaller mobile screen, I needed to reconfigure its functionality. I determined that the most effective approach was to implement a side-scrolling menu that would showcase three keepsakes at a time.
High-Fidelity
Designing the general UI was time-consuming as I had to create icons for movements and attacks typically assigned to controller buttons. These icons needed to be clear and instantly recognizable for the user.
The "Attack" button, designed after Zagreus' sword.
The "Cast" button, represented by a Diamond.
The "Special" button, causing a ground explosion.
The "Call" button, charging as you defeat enemies.
The "Dodge" button.
When opening Boon Collection on a mobile screen, it slides out from the left, and tapping a boon reveals a pop-up on the right displaying Zagreus' boon effects.
Recreating the Keepsake Selection for mobile was challenging, and while it's not yet fully complete, I'm proud of maintaining its fidelity to the original design.
Final Prototype
After receiving valuable feedback, I promptly addressed the necessary corrections and completed the designs. These were some of the changes made:
Increasing the size of the health bar and the text inside it
Moving the cast counter over the cast button, making it easier to see
Adding a movement state for when the user isn’t interacting with it
Changing the colour scheme on the ‘Call’ button, as it should stand out from the rest
Adding Pause indication to menus
Lastly, I proceeded to animate a prototype.
I thoroughly enjoyed crafting this video, but I believe that for the next project, it would be beneficial to upscale everything to a 1080P resolution, considering the current video is designed for an iPhone 14 Max Pro screen size.
Special thanks to Hannah Braybrook (Rebellion North: UI Designer) for looking through my Figma file and leaving some extremely insightful comments for me.
NEXT PROJECT
This was a university project in which I adapted the Hades UI for mobile play whilst attempting to maintain the visual style Supergiant Games used.
Mobile UI Research
Before starting the project, I focused on a critical aspect of game user interface design: how players interact with movement, attack, dodging, and abilities. Since these elements are central to Hades gameplay, I needed to figure out how to adapt them from a controller to a mobile touchscreen. To begin, I analysed games that have been ported from other platforms to mobile and took notes on their approaches.
Wireframing
I then started mapping the placement of essential interactive buttons using screenshots I previously captured. I'm also highlighting how to access important features like the boon tracker.
Adapting a game designed for larger screens with controllers to smaller screens with touchscreen controls is challenging. While I don't expect to create every screen for this project, I'm aiming to create the following:
Main HUD(Heads-Up Display) used in Home Hub & General Runs
Keepsake Collection/Selection screen
Boon Selection screen
Boon Collection screen
After creating the wireframe for the General HUD UI, I noticed that I had missed a button for casting a spell, meaning there would need to be five buttons instead of four. This was addressed in a later iteration.
The Keepsake Selection screen required adjustments for mobile devices because in the standard version of Hades, it's a sizable menu designed for larger monitors and TV screens. Given the constraints of a smaller mobile screen, I needed to reconfigure its functionality. I determined that the most effective approach was to implement a side-scrolling menu that would showcase three keepsakes at a time.
High-Fidelity
Designing the general UI was time-consuming as I had to create icons for movements and attacks typically assigned to controller buttons. These icons needed to be clear and instantly recognizable for the user.
The "Attack" button, designed after Zagreus' sword.
The "Cast" button, represented by a Diamond.
The "Special" button, causing a ground explosion.
The "Call" button, charging as you defeat enemies.
The "Dodge" button.
When opening Boon Collection on a mobile screen, it slides out from the left, and tapping a boon reveals a pop-up on the right displaying Zagreus' boon effects.
Recreating the Keepsake Selection for mobile was challenging, and while it's not yet fully complete, I'm proud of maintaining its fidelity to the original design.
Final Prototype
After receiving valuable feedback, I promptly addressed the necessary corrections and completed the designs. These were some of the changes made:
Increasing the size of the health bar and the text inside it
Moving the cast counter over the cast button, making it easier to see
Adding a movement state for when the user isn’t interacting with it
Changing the colour scheme on the ‘Call’ button, as it should stand out from the rest
Adding Pause indication to menus
Lastly, I proceeded to animate a prototype.
I thoroughly enjoyed crafting this video, but I believe that for the next project, it would be beneficial to upscale everything to a 1080P resolution, considering the current video is designed for an iPhone 14 Max Pro screen size.
Special thanks to Hannah Braybrook (Rebellion North: UI Designer) for looking through my Figma file and leaving some extremely insightful comments for me.