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秘術の鍛冶

Arcane Forge, Eclipse Of The Shadow Realm

Open-world tactical turn-based RPG — full UI/UX layer designed inside a studio simulation.

Role

UI/UX Designer

Team

IAC Game UI Studio simulation

Duration

8 weeks

Platform

PC · Controller

Arcane Forge, Eclipse Of The Shadow Realm

The challenge

A studio simulation, not a school project

Arcane Forge was built as a studio simulation — multiple designers shipping one open-world Tactical Turn-Based RPG together. The hard part wasn't designing one screen, it was creating a shared visual language so every designer's work felt like part of the same world.

The solution

Shared system, anonymous competition

We locked the design system first — Arcane purple, cyan and magenta accents on deep black, Cinzel for epic headings, Inter for legibility. Then every designer submitted screens anonymously each round; the group voted purely on functionality and adherence to the guidelines, and the winners formed the final Master Deck of 8 mockups.

Who we designed for

The persona

Ori Levi

オリ・レヴィ

Ori Levi

Age
31
Lives in
Modi'in, IL
Works as
Software dev / DevOps · CS degree, ex-intelligence
Social
Married + 2 kids · plays late at night
"Don't oversimplify the UI for me — I want every number, every stat, every cooldown. That's the game."

Background

Ori is a hardcore gamer who lives and breathes complex systems — MMORPGs, RPGs, strategy and sims. He plays mostly at night after work and family, chasing infinite challenge, full transparency and total control over the mechanics. He'd rather have a denser, more analytical UI than one that hides numbers from him.

Goals

  • Competitive supremacy — always staying in the top tier
  • Endless depth — content that doesn't run out
  • Optimisation — finding the strongest possible build
  • System mastery — actually understanding the algorithm under the hood

Frustrations

  • UI that oversimplifies and hides information
  • Hidden mechanics with no in-game explanation
  • Lack of transparency around damage / stat numbers
  • Unclear balancing between classes and builds
  • Pay-to-win monetisation

Habits & feelings

  • Reads every tooltip, log and tutorial — twice
  • Cross-checks builds against community guides and theorycrafting
  • Keeps spreadsheets / second screens open while playing
  • Treats games as a community — shares builds, debates patches

Personality

  • Analytical and detail-driven
  • Loyal — sticks with one game for hundreds of hours
  • Slightly introverted, very online
  • Skeptical of flashy marketing, trusts data and player reviews
  • Treats gaming as a serious craft, not a casual hobby

Visual rules

Design system.

Before any single screen was designed, the studio locked a tight set of visual rules so every designer's work would feel like part of the same world. Three pillars: an arcane high-contrast palette, an epic-meets-system font pairing, and sharp, glowing fantasy elements over deep black.

Palette

Arcane on void black

  • Void Black

    #0B0B14

    Base background — keeps the HUD recessed

  • Arcane Purple

    #7A3CFF

    Primary brand & magical energy

  • Cyan Pulse

    #22E1FF

    Active, selected and hover states

  • Magenta Spark

    #FF3DA8

    Critical actions, damage and warnings

  • Rune Gold

    #E8C36B

    Loot, rarity and progression highlights

  • Mist Grey

    #A6ADC8

    Body text, tooltips and disabled states

Typography

ARCANE FORGE

Cinzel SemiBold

Epic feel — titles, screen names, hero quotes

DMG 248 · MANA 64 · CD 3.5s

Inter

Maximum legibility for system UI, stats, tooltips

01

Sharp frames

Hard-edged angular borders and rune-style corners — never soft pill shapes. Frames frame the world, not the UI.

02

Inner light

Glowing inner shadows and gradient halos behind icons make magic feel real without flooding the screen with effects.

03

Minimalist icons

Single-weight, silhouette-first icons. Status, buffs and debuffs are readable in a fraction of a second mid-combat.

04

Three accents max

Purple, cyan and magenta carry meaning — never decoration. No screen uses more than three accent colours at the same time.

What I did

My contribution

  • User research via Google Forms — 65% of respondents said an over-loaded HUD breaks immersion in open-world RPGs
  • Translated insights into clear pain points and a hardcore-gamer persona (Ori Levi, 31) that anchored every screen decision
  • Shipped multiple winning screens into the final 8-screen Master Deck through the studio's anonymous design challenge

Screens

The work

Splash Screen

01

Splash Screen

The first frame players see — a cinematic key art opening that sets the tone of the Shattered Realm before the game begins.

Main Menu

02

Main Menu

Continue, New Game, Load, Settings, Extras and Exit — anchored over the hero landscape with a clear focus state on the primary action.

Gameplay HUD

03

Gameplay HUD

Turn-based combat view with party portraits, HP bars, enemy health and a context action wheel (Items / Skills / Attack) kept out of the action.

Party Selection

04

Party Selection

Rift Knight, Void Archer, Astral Monk and Ember Oracle — class, name and HP per hero, with shared party resources docked at the bottom.

Skill Tree

05

Skill Tree

Combat, Spells, Ranged, Story and Healing branches with hex-node progression and a live preview of the selected skill on the right.

Settings

06

Settings

Controls and Gameplay side by side — gamepad-first key mapping, language, brightness, audio sliders and reset, all on a single readable screen.

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