STUDENT PROJECT
INTO THE WILD - MENU DESIGN

INTRODUCTION
Deep in the heart of Africa, a group of explorers find themselves stranded, facing the daunting task of survival in a harsh and unforgiving wilderness. As the player, you must navigate through various obstacles, solve puzzles, and interact with African tribes to progress through the game.
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Platform : PC
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Engine : Unity 2021.3.23f1
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Game Genre : 2D Side Scrolling Platform
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Game Theme : Shadow Puppet Show
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Game Mood : Moody Sunset/ Twilight
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Art Style : African Tribal Silhoutte
PROJECT INFORMATION
For this project, we need to design a menu for an imaginary game. The menu should include the following scenes: Main Menu, Options, Pause, and Credits.​​
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This project is a solo project and the total duration to complete the entire project is three weeks.
MARKET RESEARCH
•Varied elements and opacity to create depth
•Subtle animations
•Close curtain animation when transiting to a new scene

GAME : SHADOW FENCER THEATRE
To start off this project, I conducted some market research on games that align with the vision I have for "Into The Wild." From my research, I pick out elements in the design that I would incorporate into my Menu Design.

GAME : BADLAND
•Clear cut UI
•Easy to understand and Navigate
•Aesthetically Pleasing


GAME : MINECRAFT
•Random background when main menu is opened
•Punchline
•Background is slowly moving
MOCK UPS
After doing market research, I created mock ups for the scenes to get a better understanding of the layout for each scene. This process is done digitally so I am able to have a clearer understanding of the colour composition, layout and overall feel of the scenes.




While working on the mock-ups, I also consider the types of interactions that players will have with the UIs, as well as the animations that will occur in each scene. This process helps me gain a clearer understanding of the final design.
FINAL DESIGN
MAIN MENU SCENE

The main menu for "Into The Wild" utilizes a hub-and-spoke navigation system, allowing easy access to important functions such as "Play," "Options," "Credits," and "Exit."
Subtle animations, like moving clouds and dynamic UI elements, are included to make the main menu more engaging. These animations also enhance the "Shadow Puppet Theatre" theme.
OPTIONS SCENE

Upon clicking the "Options" button, the same engaging scene transition of curtains closing and opening reveals the options menu.
Various art elements are used to create a distinct atmosphere for the options menu, giving the scene the feel of setting the stage for a theater performance as the player interacts with the interface.
PAUSE GAME SCENE

For my Pause Menu, I decided to do a simple transition of panning the camera upwards.
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I also keep the consistency of the theme "Shadow Puppet Theatre".
CREDITS SCENE

I decided to keep the credits scene simple, featuring a straightforward scrolling of the credits.
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To make the credits more engaging, I included art assets for players to view while the credits roll.
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Additionally, having a "click anywhere to exit" HUD improves the UX by allowing players to skip the credits if they wish.
EXIT GAME

Lastly, to enhance the UX of the game, I decided to add a "Confirm Exit" popup.
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To make the transition more dynamic, if the player chooses to exit the game, the lady in the Main Menu will exit the scene.
FINAL PRODUCT
Project Restropective
Here are the key takeaways that I have learnt from this project :
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Adding subtle animations will greatly enhance the overall look and feel of the menu. It is important to note that the animations should not be too extreme, as this could hinder the readability of the text.
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By incorporating elements that coincide with the UI (e.g., animals changing in the Options Scene), the player will feel more engaged and encouraged to explore all the different options available.