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Chipmonk! | UI/UX

I worked on the UI for the game, Chipmonk!, which was built in Unity. I designed much of the UI and set it up in engine, including animation and programming. I also worked on the majority of the characters and various gameplay sprites, for more on that look here: https://www.artstation.com/artwork/OmDKDk
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Includes textures created by Andrew Niemi:
https://www.artstation.com/aniemibro

Player HUD displays character portrait, health, status effects, lives, and special fungi count.

Player HUD displays character portrait, health, status effects, lives, and special fungi count.

Acorn tints based on fraction of health remaining

Acorn tints based on fraction of health remaining

Player HUDs updating with acorn & special fungi pickups.

Player HUD reacting to damage, and flashing when health is low.

Player HUDs display of status effects. In this case, confusion.

Special Fungi HUD, pulsates when full.

Special tiers vary per character. Red, as seen here, enters the 2nd tier on the 3rd fungi, capable of summoning the Dragonfly instead of fireflies.

What's a Beat 'em up without the GO!? ->

Branch pointer image created by Andrew Niemi.

Player Select Countdown -> Loading Screen

Player HUD after lives are exhausted, Game over, and saving HUD

Title screen navigation. Acorns interpolate to currently highlighted menu option, along with a "bounce" for newly highlighted options.

Mouse, keyboard, or controllers can be used to navigate.

Title graphic and background art created by Andrew Niemi

Achievements screen. Navigation on keyboard or controllers controls display. Up/Down = Scroll view, Left/Right = Flip Pages

Pay no attention to the debug info in the corners...

Achievements screen. Navigation on keyboard or controllers controls display. Up/Down = Scroll view, Left/Right = Flip Pages

Pay no attention to the debug info in the corners...

Continue HUD appears after all lives are exhausted and there are still remaining continues.

Pulsating speeds up as timeout approaches.

Global notification HUD with many enqueued messages, displays up to 3 at a time. It is extremely rare to have more than 1 at a time.

Global notification HUD with many enqueued messages, displays up to 3 at a time. It is extremely rare to have more than 1 at a time.

Boss Health bars appear in a horizontal layout group on the bottom of the screen.

Boss Health bars appear in a horizontal layout group on the bottom of the screen.

Boss Health Bars Gradient based on hp left

Boss Health Bars Gradient based on hp left

Pause menu during a play session. Players can see the current stage, continues left, and input devices for each player.

Pause menu during a play session. Players can see the current stage, continues left, and input devices for each player.

Aftermath screen where initials are entered for the leaderboards. 

Background art by Andrew Niemi. Background is selected based on the game session result, either Game Over or Game Clear.

Aftermath screen where initials are entered for the leaderboards.

Background art by Andrew Niemi. Background is selected based on the game session result, either Game Over or Game Clear.

Created icons for Steam achievements, including some sprites from another artist, Andrew Niemi.

Created icons for Steam achievements, including some sprites from another artist, Andrew Niemi.

UI Flowchart created using MindNode.

UI Flowchart created using MindNode.

Summer colors seem fitting for Chipmunks, since they hide throughout the winter, along with earth tones.

A pixellated aesthetic was desired as the game was inspired by retro-beat 'em ups such as Golden Axe.

Summer colors seem fitting for Chipmunks, since they hide throughout the winter, along with earth tones.

A pixellated aesthetic was desired as the game was inspired by retro-beat 'em ups such as Golden Axe.

The game uses the Notalot35 Font courtesy of NAL:
https://fontstruct.com/fontstructions/show/630466/notalot35

The game uses the Notalot35 Font courtesy of NAL:
https://fontstruct.com/fontstructions/show/630466/notalot35