Game Main Page UI
At first, I didn’t fully understand the role of a technical artist, but I decided to start with the UI. Following Olivia’s suggestion, we chose to design the entire screen to resemble a monitor or an old television set.
I went through many iterations, since UI design isn’t really my strength. I kept adjusting the button placements, but none of the layouts looked quite right. In the end, I decided to go back to the original version—a symmetrical layout without the button location indicator. Later on, with Youth’s help, we turned it into a dynamic UI.





Game Inventory UI
Since we had an item called the “evidence bag,” I wanted the inventory to feel like a document folder or file pouch. So I searched for a Kraft texture to use as the background and drew several boxes on it to display the evidence.







Dialogue UI
I used the built-in dialogue system from Fungus, but customized the UI to better fit our game’s style.
I initially designed a dialogue box myself, but it clearly didn’t fit the overall tone of the game. So I asked Youth to help by drawing a new frame for it, the same one we used for the inventory UI.



Main character dialogue system setting.



Normal narration dialogue system setting.


Narration with a choice dialogue system setting


Narration in the middle, usually used to show date, dialogue system setting

This was my initial concept for the dialogue box, but it was created at a very early stage of development, before we even had the full background art. As a result, this version was eventually scrapped.

Others

The icons used to close the inventory and flip pages were actually downloaded from PowerPoint’s built-in icon library. I have to say, that feature is surprisingly useful—the icons are clean, minimal, and fit perfectly. As for the question mark on the mouse cursor, it’s taken from the FoglihtenNo07 font.
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