Star Trek Ascension
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04Concept

Star Trek Ascension

Fan UI Design Concept

RoleUI Designer (Personal Passion Project)
Timeline2023
PlatformPC & Console (Concept)
TagsSci-Fi · Fan Project · UI Design

Designing a UI system faithful to the Star Trek visual universe — its iconic sci-fi terminals, Starfleet aesthetics, series-specific colour language — while pushing it into a believable, modern game context with fully functional HUD requirements. No brief, no client — only the constraint of respecting a universe with 60 years of established visual grammar.

15+Screens Designed
4UI Subsystems
FanPassion Project

I studied the franchise's visual language across series and distilled it into a modular UI system. Crew management screens surface character stats, relationships, and roles in a clean data-terminal aesthetic. Mission and planet screens use dramatic environmental art as the backdrop for strategic overlays. The starmap and battle HUD prioritise spatial awareness while maintaining the visual sophistication the IP demands.

03Process

01 — IP & Visual Research

Deep study of the Star Trek visual language across series — LCARS terminals, Starfleet colour codes, typography conventions. Documented what could be adapted vs what must be respected.

02 — System Architecture

Defined the four UI subsystems: crew management, mission/planet screens, starmap navigation, and battle HUD. Built a shared component library to maintain coherence across all surfaces.

03 — Screen Design

Designed all screens to full fidelity — character and crew panels with stats, mission briefings with environmental art integration, starmap, and battle HUD overlays.

04 — Case Study

Packaged the full concept into a polished Behance presentation as a community and portfolio piece for fellow fans and industry peers.

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