Space Traveler game artwork
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Science-fiction adventure concept

Space Traveler

A holographic interface for stories across planets.

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OVERVIEW

Space Traveler is a PC adventure concept about gathering stories across planets. I designed a cyan holographic interface with stable navigation, crisp outlines and beveled panels that keep the game world visible.

MY ROLEUI designer

Stable navigation and clear next actions across a sci-fi adventure.

Main menu.
Separate planet-details screen.
Title screen with the Enter prompt.
Main menu with six labeled functions.
Planet details and LAND action.
Inventory layout.
Guardian dialogue layout.

MY CONTRIBUTIONS

The planet-details view puts exploration and mission progress beside LAND.

Menu & planet navigation

Organized the main-menu functions and the separate planet-details progress/landing view.

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Final inventory: selected-object details beside the category tabs and grid.

Inventory structure

Kept selection details and categorized item browsing together from wireframe to final UI.

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The permission request and the player’s two response choices.

Dialogue & UI language

Connected the permission request to an inventory object and built a shared cyan UI kit.

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01 / MENU & PLANET DETAILS

The main menu and landing page support different decisions.

The main menu places six labeled functions around the current planet and shows overall progress below it. The separate planet-details screen places exploration and mission progress beside LAND. I kept the planet at the center of both compositions while giving each screen the information needed for its next action.

Main menu: six functions surround the planet; overall progress appears underneath.

02 / INVENTORY STRUCTURE

The wireframe and final inventory keep the same two regions.

Category tabs sit above the item grid on the right. The left detail panel keeps the selected object’s illustration, name and description visible. The wireframe and final UI preserve these regions; color and beveled edges add visual hierarchy without moving the browsing structure.

03 / DIALOGUE & OBJECTIVES

The guardian’s request points toward a permission item.

The guardian says the player needs permission to enter. The replies let the player show a permission or decide to find one. In the inventory, Factory Permission names the corresponding object. This connects the dialogue request to an item the player can look for; the screenshots below show the dialogue and item view together.

04 / HOLOGRAPHIC UI KIT

Bright outlines mark actions; dark panels hold information.

The UI kit uses bright cyan outlines for buttons and recognizable icons for navigation. Shared beveled corners connect LAND, the back button and information panels. Dark fills separate text areas from the scene while the cyan edges keep panel boundaries visible.

UI kit examples: LAND and back buttons, navigation icons, beveled panels and the shared palette.

PROJECT DETAILS

Role
UI designer
Project
PC adventure concept
Focus
Navigation & inventory
Style
Cyan holographic
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Portfolio page 17
Portfolio page 18
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