Scrap Fever
Disciplines
Wireframing / Mockups
Icono- / Typography
Prototyping
Screenflow
UX Writing
User Research
Project
2024 – 10 Weeks
7 Participants
S4G Project S3
The Game
Scrap fever is a futuristic fast-paced surviver like set in a magma cave. Your goal is to survive 6 Minutes of ever stronger becoming enemy hordes.
Menus
The player wants to navigate through a simple, but also stylistically appealing menu. The font and menus needed to fit to the art style and the target player.
Main Menu
The menu is left leaning, and the game title stands out strongly. I was looking for an easy solution and also chose the previous project as a reference. Here It was important to give the use all important buttons on one screen.
Pause Menu
The Pause menu is also on the left. There is also a slightly transparent background to create a difference between the game and the menu.
Achievements Menu
The menu is divided into three columns. Each icon is a supercategory with different trophies. This keeps everything clearly organized.
Achievements Cards
There are always 3 or more cards displayed per supercategory. Completed trophies are displayed in yellow. A percentage bar at the bottom shows how far you are.
Settings Menu
To make sure that the player doesn't accidentally confirm settings or leave the game, menus like this one have been included.
Credits Menu
The Credits menu shows all participants. You can also see special acknowledgements.
Upgrade Pop-Up
Two skills are always displayed in the pop-up. One on the left and one on the right. The player is also told that he has received HP.
End Pop-Up
The pop-up shows Restart and Main Menu. In the middle area, the player can see his time, kills and crystals, as well as the trophies he has received. These are displayed in a bright yellow color.
Question Pop-Up
The pop-up shows Yes and No and a text. Simple and easy to understand, that's the important thing.
HUD
The HUD consists of a level bar, HP bar, ability area, time display and damage count. The HP bar stands out in green, as does the damage number in yellow. Time and skills are in the player's central field of vision. The level bar is placed somewhat less conspicuously, as the player does not have to see it all the time.
HUD
If the player earns a new weapon after some time, a UI text and image of the weapon or ability is shown over the character for some seconds. So that the UI does not collide with the HP bar below the player, the animation, and the UI are above the character.
Screenflow
Our engineer created these animations.
Work examples here.
Screenflow
This screenflow shows all important menus, screens, pop-ups, and some events.