Project Details

Fantasy RPG Interface

This project explores a full game interface concept for a third-person fantasy RPG. The UI includes a complete HUD layout with health bar, action bar, minimap, compass, and character portrait, as well as a fully designed character pane for player inspection.

Project Details

Fantasy RPG Interface

This project explores a full game interface concept for a third-person fantasy RPG. The UI includes a complete HUD layout with health bar, action bar, minimap, compass, and character portrait, as well as a fully designed character pane for player inspection.

Project Details

Fantasy RPG Interface

This project explores a full game interface concept for a third-person fantasy RPG. The UI includes a complete HUD layout with health bar, action bar, minimap, compass, and character portrait, as well as a fully designed character pane for player inspection.

My approach to designing a fantasy RPG interface is shaped by years of experience playing these types of games. I prioritize immersion by keeping the interface clean and minimal, so players can stay connected to the world around them. At the same time, I’ve centralized all critical combat information — including health, mana, and action bar cooldowns — around the player character. In most RPGs, players need to monitor multiple elements at once: their positioning, their ability cooldowns, and their resource bars, all while reacting to enemy mechanics. Since player attention naturally centers on their character’s location during gameplay, placing essential UI components near that focal point reduces eye travel and supports faster decision-making in combat scenarios. Finally, enemy health bars will be displayed using clean, readable nameplates over the enemy model consistent with the rest of the interface.

This is a solo project focused on prototyping a full fantasy RPG interface using the following tools: Adobe Photoshop, Adobe Illustrator, and Figma. The HUD, character pane, and supporting assets were designed as static mockups rather than implemented in a game engine. Existing visual assets were adapted and stylized where needed to match the overall visual direction.

This is a solo project focused on prototyping a full fantasy RPG interface using the following tools: Adobe Photoshop, Adobe Illustrator, and Figma. The HUD, character pane, and supporting assets were designed as static mockups rather than implemented in a game engine. Existing visual assets were adapted and stylized where needed to match the overall visual direction.

This is a solo project focused on prototyping a full fantasy RPG interface using the following tools: Adobe Photoshop, Adobe Illustrator, and Figma. The HUD, character pane, and supporting assets were designed as static mockups rather than implemented in a game engine. Existing visual assets were adapted and stylized where needed to match the overall visual direction.

©2025 Ted Billock