Enric Pérez Rifà

Enric Pérez Rifà

My Work

As responsible of the UI I have designed almost the different features and programmed some of them. Of course, I could not have designed neither programmed what I have done without the help of the different roles such as art, design and code.

Screens

First of all, as a UI designer I designed the following screens.

Main Menu

In this screen I took the background image from Final Fantasy Tactics and put the buttons without background in order to make the interface clearer so the player will not be overwhelmed with too much images.

Main Menu

Options Menu

This menu took different changes along the development so we finally got this version due to the usefulness of the different buttons, such as the volume up and the buttons, that previously were sliders.

Options Menu

End Game Screen

This screen is used as a credits screen so as soon as the player completes the game, the screen will appear and show all the members of the team and the roles they took part.

End Game Screen

Select Character Menu

Specifically, in this menu I took part both as a designer and as a programmer. I made the buttons design, such has idle, hover and click animations. I took the characters' images and photoshoped them in order to fit in the screen. In addition, the characters' information about their health points, mana points and attack, so the player gets useful information about which character fits better with his playing style.

Select Character Screen

Minimap

Finally, I made the design of the minimap, such as the different rooms for the different quests and the indicators like drops, enemies or fountain.

Minimap Quest 1
Minimap Quest 2
Minimap Quest 3

HUD

One of the most features I focused the most part of the time is implementing the HUD in the game. In this case I both designed and programmed.

Old HUD

First of all, the HUD that actually is in the game suffered different changes. Due to playtests, we finally got that was a bit ugly and confusing. In conclusion, it was not as useful as we thought and should be changed.

Old HUD

New HUD

By getting inspiration from other games and surfing the Internet I finally came up with a solution for the problem. And with the help of the designer and the artist we got the HUD that is now in he game.

New HUD
As you can see, althought the art is different it gives almost the same information. We added the level of the player so he can know which level is instead of going to inventory, so it is faster. And we deleted the compass, so every time the player wants to know in which direction is going, arrows will appear around him.

New HUD with abilities
In addition, thanks to playtests we saw that players forgot the abilities they have, so with the designer agreed that it will be useful for players to know the abilities that has got. So every time a new ability is got, it will appear in the right of the screen. Moreover, if the ability has to be hold to be used, a bar next to the ability will show how much time rests to me used. In this way, the player will not forgot the abilities he has.

Ability 1
Ability 2

Bosses

Finally, I designed and programmed bosses bars inspired in dark souls saga.

Ice Queen Bar
Drake Bar