
Tarot's Fate
Roles: UI Design (Main Role), Game Design, Sound Design, Texture Artist
For our Year 3 Student Project, we created Tarot's Fate: a souls-like, combat-adventure game.
​
As a team of 13, we created this game from scratch within 6 months.
This included creating a custom game engine, custom art assets
and implementation.
​
I was the UI Designer, and the following are the screens and assets I have created.
The First Pass
We decided to settle on a fantasy theme for
the HUD.
By referencing other combat games, I swiftly created assets with decorative borders. This helped to polish our first prototype, setting the creative
intentions clear.

(Above) The first set of UI assets that was implemented into our
Unity prototype.

Improvements To
Be Made
To lean into the Tarot Card theme of the game, we found more references and refined our mood boards. This allowed me to create assets that aligned better with the team's vision.

Before - Very generic inventory.

After - Tarot Mat Inspired!
Iterations...
The first design (left) of the inventory was heavily inspired by souls-like games. We came across Tarot Card Reading Mats and decided to come up with our own version to suit the our game (right). This became our final inventory UI.
​
The collectable cards were also inspired by Tarot Cards.
All Other
Game Screens
Incorporating moon and radial elements to create a simple yet stylised frame for the pause menus.
Other UI elements are also decorative, with celestial embellishments to maintain a consistent theme.




(Above) Mockups of Final Pause Menu Screens.

HUD

Dialogue Box

Tutorial Box
Tarot's Fate Round-Up
Despite the limitations of a custom engine and a tight deadline, I contributed as the team's UI Designer by strengthening the visual direction and effectively presenting the game's technical information.
Shout out to the amazing Team Invenio!
