Game UI/UX Concept — Console RPG
Mistborn has no game, but it has rules: Allomancers burn metals, Steelsight shows blue lines to every nearby source of metal, and the world is ash, mist and noble towers. The challenge was to design a full console flow — from the title screen to the first steel push — that feels native to that world, stays readable at couch distance, and never lets navigation become a maze of nested tabs.
One rule drives the whole system: a single tab row on screen at a time, always on L1/R1 — creation steps, hub tabs, settings or customisation categories. Gold means focus and intent, cold pewter means information, ember marks cost and danger, and steelsight blue is reserved for Allomantic vision. The HUD follows the books: lines start at the burner's chest, their width reads as mass, they fade with distance and pass behind the body, and the target is marked by the metal itself instead of a reticle. Everything ships as components built for art that will keep changing.
Studied the Allomantic table and the rules of Steelsight, then mapped the full flow — title, six creation steps, confirm, loading, HUD, pause hub, system menu and settings — around a single tab level per screen.
Built colour roles, a four-typeface scale with a 24 px floor for TV distance, a metal-grain material rule and 25+ components (nav tabs, selectors, sliders, vials, toasts, dialogs) with swappable art.
Designed 17 screens at 1920×1080 with a 5% title-safe area, including a lore-accurate Steelsight HUD and an accessibility screen with a live high-contrast preview.
Prototyped five motion studies — navigation, customisation, hold-to-embark and the Steelsight burn-target-push sequence — and cut them into a 46-second trailer.
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