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Akuma UI

User interface for a fictional open-world RPG, including custom iconography and painted inventory items.

Akuma UI
Role Timeline Team Stack
UI Artist 5 months (2019) Personal project Figma
Photoshop

Project Overview

Akuma UI is the user interface for a fictional open-world RPG video game. Beyond the menu screens themselves, I also designed the iconography and the painted inventory items.

The project became an opportunity to explore game UI while pushing myself into a type of asset creation I had little experience with.

The samurai character shown in the inventory screen was created by Oksana Martyshenko. She kindly allowed me to use her work for this project—thank you, Oksana.


Challenge

The goal was to design a believable in-game menu system for an open-world RPG set in a Japanese-inspired world. That meant thinking beyond individual screens and building a clear layout for each menu type and a visual language.

I also wanted the project to cover more than interface layout: the icon set needed to support skills and navigation, and the inventory items needed painted assets that felt at home inside the UI—even though illustration is not my strongest skill.


The Solution

The project focuses on three core screens Inventory, Skills, and Diary, connected through shared navigation. Each screen follows the same structural logic while adapting the central area to its content.

Akuma inventory screen showing item list, detail panel, and samurai character preview
Inventory screen with item list, detail panel, and character preview

The Inventory screen combines category filters, a scrollable item list, a detail card, and a character preview. This layout makes it easy to browse items, read their stats and flavor text, and see how they relate to the player character.

Akuma skills screen with three virtue-based skill trees and a selected skill detail panel
Skills screen with detail panel and three progression paths: Courage, Righteousness, and Benevolence

The Skills screen organizes abilities into three paths with a detail panel for the selected skill, its requirements, and its cost. A screenshot from Ghost of Tsushima (Sucker Punch Productions) was used as the preview image for the selected skill.

Akuma diary screen with quest list, narrative text, objectives, and ukiyo-e illustration
Diary screen with quest list, narrative text, and supporting illustration

The Diary screen works as the quest log. Players can browse active and completed quests, read the story summary, review objectives, and see a supporting illustration that adds narrative context to the selected entry.

Iconography

Alongside the screens, I created two supporting asset sets:

Grid of vector icons for Akuma UI skills and navigation
Vector icon collection for skills and navigation elements
Painted inventory item icons including fruits, pouch, gourd, and flask
Painted icon collection for inventory items

Approach

The Process

I started by gathering ideas and references from other RPG games such as The Witcher 3, God of War, and Assassin’s Creed. I paid special attention to the navigation elements and the overall layout, since those define how readable and comfortable a menu feels during long play sessions.

Based on that research, I decided which screens to design for the project and how to distribute the elements inside each one. Once the layout felt right, I collected samurai symbology and Japanese art references from the internet to guide the visual direction.

Layout Structure

Before moving into the final visual design, I defined the structure of each screen as a wireframe. This helped me validate the hierarchy and spacing early, before adding color, texture, and decorative details.

Wireframe layout for the Akuma inventory screen
Inventory layout
Wireframe layout for the Akuma skills screen
Skills layout
Wireframe layout for the Akuma diary screen
Diary layout

Impact & Results

  • The primary impact was personal growth and skill development.

Learnings

  • I learned to study existing RPG menus with a focus on navigation and layout.
  • I improved my ability to define element distribution early through wireframes, which made the later visual design stage much clearer.
  • I pushed myself into painted asset creation, even though illustration is not my strongest area.
  • I learned to collaborate with other designers and artists to create new projects.