秘術の鍛冶
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

The challenge
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
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

オリ・レヴィ
"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
Frustrations
Habits & feelings
Personality
Visual rules
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
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
Hard-edged angular borders and rune-style corners — never soft pill shapes. Frames frame the world, not the UI.
02
Glowing inner shadows and gradient halos behind icons make magic feel real without flooding the screen with effects.
03
Single-weight, silhouette-first icons. Status, buffs and debuffs are readable in a fraction of a second mid-combat.
04
Purple, cyan and magenta carry meaning — never decoration. No screen uses more than three accent colours at the same time.
What I did
Screens

01
The first frame players see — a cinematic key art opening that sets the tone of the Shattered Realm before the game begins.

02
Continue, New Game, Load, Settings, Extras and Exit — anchored over the hero landscape with a clear focus state on the primary action.

03
Turn-based combat view with party portraits, HP bars, enemy health and a context action wheel (Items / Skills / Attack) kept out of the action.

04
Rift Knight, Void Archer, Astral Monk and Ember Oracle — class, name and HP per hero, with shared party resources docked at the bottom.

05
Combat, Spells, Ranged, Story and Healing branches with hex-node progression and a live preview of the selected skill on the right.

06
Controls and Gameplay side by side — gamepad-first key mapping, language, brightness, audio sliders and reset, all on a single readable screen.