UI/UX Process
Brief Review
After receiving the brief, I created a mind map exploring the ‘Endless Runner’ genre and the ‘Into the Darkness’ theme provided to me and my team.
This led me to four aspects to consider:
Fast Paced Gameplay
- Simplicity & Clarity (So HUD elements can be read quickly)
- Smart Hud Placement (So user’s eyes do not have to go far for information)
- Responsiveness (So users are aware that their actions are having an effect)
Dark Atmosphere
- No Bright Colours (To ensure immersion is kept)
- Clarity (So the UI is visible, even within a dark environment)
Mobile & PC Devices
- Touchscreen & Mouse Interactions (To ensure usage is possible on most devices)
- Keyboard Prompts (For ease of use if a mouse is not preferred)
- Simple Directions (So minimal inputs are required for touchscreen)
- Larger Buttons (For reduction of accidental taps)
Younger Audience
- Simplification (For ease of understanding)
- Reduction of text (So younger users do not get bored)
- Variation of Colour (To keep the audience drawn in)
- Fun Design (To keep users engaged, even out of gameplay)
- Larger Buttons (For smaller hands that may be more clumsy)
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Mind Map
Requirement Analysis
After mind mapping, I had a clear idea of the type of UI I would create. Next, I focused on outlining the requirements before diving into the design process. I started with a flow diagram to map out the structure, followed by a detailed feature list. This approach ensured that no essential UI elements were overlooked during the design phase.
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Flow Diagram
Feature List
Sketching
After fully reviewing the brief and realizing the requirements, I created a few digital sketches of each screen’s layout, including variations, to allow my team to decide on their preferred design.
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Prototype
After fully reviewing the brief and realizing the requirements, I created a few digital sketches of each screen’s layout, including variations, to allow my team to decide on their preferred design.
Final Result
Overall, I was super happy with how the UI for Lava Rama turned out, especially since this was my first time designing UI and creating UI art. However, after reflection, I realized there were definitely areas that I could improve upon.
Achievements
- First-ever UI design
- Mobile game UI
- UI suited in-game art style
Shortcomings
- Lack of wireframing
- No PC & mobile UI separation
- Colour inconsistencies