Soul In The Chamber! A fast-paced FPS where you only have one bullet to use, so make your shots count!
My Responsibilities
My main responsibility for Soul in the Chamber was creating and implementing a tasteful and effective UI design. My goal was to create an interactive yet minimal UI that flows and meshes perfectly with the game.
I started this process by designing the original logo for the game.
There were several hiccups along the way when I was designing the UI for this game. The first challenge came when the team decided to change the logo of the game to a more clean, white design. I originally designed the UI around the first logo I created, so when the team decided to change the logo, the old UI no longer fit.
Below, you can follow my process from the concept stage on the left to the final product on the far right.
For the beginning of the process, I took the "m" from the Soul in the Chamber and rotated it to create a base shape for the start of the UI. I then started playing with different opacities and ultimately decided that I wanted to stay with 100 percent opacity. I decided that the buttons looked too thick so I slimmed them down a good amount. After that, I brainstormed what would happen when a button is selected. This is where I started to include the arrows. I eventually decided that it was best to only have the arrow when the button is selected, otherwise, it was confusing to see what was highlighted on the menu.
2D/Key Art
Responsible for making key art from the concept art that other artists have made that was displayed on social media pages as well as the Itch page.
Marketing and Social Media
Created and posted artwork on all social media pages, Itch page, and Steam page.
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