As a lifelong Star Wars fan, I've always been drawn to the visual storytelling of a galaxy far, far away. For this project I set out to design a full UI/UX concept for a modern, story-driven action adventure game: Stellar Despair, a science-fantasy title about surviving the ruins of a world under Imperial occupation.
I challenged myself to strike a balance between staying true to that iconic aesthetic, gritty, tech-heavy and cinematic, and using clean, modern design techniques like minimalist layouts and bold, readable type. It had to feel like something new while staying instantly recognisable to fans.
The concept is built out far enough to be tested rather than only rendered. The menu resumes a save called St 13: The Awakening at fourteen hours played; the browser holds six slots with a personal log written from inside the fiction; the loadout carries a VX-7 Distributor with real numbers behind it; and the mission list runs a four-part arc from escaping the ruins to facing the Inquisitor. Laying it out with actual content rather than placeholder text is what exposes where a layout gives way, and several of these panels changed because of it.
Those seven screens cover three separate navigation systems: the front-end menu, the in-game hub a player opens mid-mission, and the bonus content section. Each holds a different set of destinations, and all three are built from the same frame.
Scope
Stellar Despair is a self-directed concept, so the design is mine end to end: every screen and wireframe, the layout and interaction design, the UI icon set, and the Stellar Despair logo and wordmark. The environment, character and mission artwork is reference imagery, used to present the interface in context rather than as original art.
The challenge
Three navigation systems had to feel like one game. The front-end menu, the in-game hub and the bonus content section each hold entirely different destinations, so the constant could not be the contents — it had to be the frame. A left rail carrying the current context, a content panel beside it, and an input legend along the bottom edge. Learn that shape once on the main menu and every other context is already familiar.
A gritty, tech-heavy aesthetic also works against legibility, so the palette is doing almost no decorative work. One cyan accent carries everything that matters — what is selected, what is interactive, what is currently in focus — which leaves red free to mean one thing only, and to mean it consistently: Quit on the menu, Delete on a save file.