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Litany of the Cursed - Additional UI components

These are components created for User Interface elements within the game. There may not have been enough to put together for each individual menu or they are elements used across all of the games' UI.

Early concept of HUD elements and their location on-screen. Based on a Mayan symbol for life, it would hold two active abilities and display health and a special meter.

Early concept of HUD elements and their location on-screen. Based on a Mayan symbol for life, it would hold two active abilities and display health and a special meter.

Early concept of HUD elements and their location on-screen. Based on a Mayan symbol for life, it would hold two active abilities and display health and a special meter.

Early concept of HUD elements and their location on-screen. Based on a Mayan symbol for life, it would hold two active abilities and display health and a special meter.

Another early concept. As I look back I can see a lot more focus was on look over function, this quickly changed to function first.

Another early concept. As I look back I can see a lot more focus was on look over function, this quickly changed to function first.

Additional style choices for early HUD elements.

Additional style choices for early HUD elements.

This is a set of Final Conception Map Symbols and a Mouse Cursor.

This is a set of Final Conception Map Symbols and a Mouse Cursor.

I was asked to created a very rough border to surround the map in-menu to prevent from seeing the outer edges of the map.

I was asked to created a very rough border to surround the map in-menu to prevent from seeing the outer edges of the map.

This was an icon I created to indicate the players' location on the map.

This was an icon I created to indicate the players' location on the map.

This symbol was created to represent the next main quest location on the map.

This symbol was created to represent the next main quest location on the map.

An "X" to mark treasure on the map.

An "X" to mark treasure on the map.

A confirmation window to overlay on the options menu screen when you want to Quit game.

A confirmation window to overlay on the options menu screen when you want to Quit game.

A Shortcut HUD element to show which item is bound to which keyboard button.

A Shortcut HUD element to show which item is bound to which keyboard button.

An alternate design on the Shortcut HUD element to show which item is bound to which keyboard button.

An alternate design on the Shortcut HUD element to show which item is bound to which keyboard button.

A very early concept of the Main menu. Although this design isn't used directly in our game the Final version shares strong visual similarity.

A very early concept of the Main menu. Although this design isn't used directly in our game the Final version shares strong visual similarity.

This is actually two different textures from textures.com that I blended together and created a drop shadow in the middle for a loading screen mini-game our programmers created.

This is actually two different textures from textures.com that I blended together and created a drop shadow in the middle for a loading screen mini-game our programmers created.

These are stylized Mayan symbols to be re-used as an alpha or sticker for certain textures on environmental objects.

These are stylized Mayan symbols to be re-used as an alpha or sticker for certain textures on environmental objects.

These are stylized Mayan symbols to be re-used as an alpha or sticker for certain textures on environmental objects.

These are stylized Mayan symbols to be re-used as an alpha or sticker for certain textures on environmental objects.