Post-Apocalyptic Survival — Game UI System

A UI system for a post-apocalyptic survival horror game — the player scavenges a dead sector, watches their needs drain, and hides from whatever is hunting them.

The direction is scarcity and low light. Charcoal panels that sit back into the dark, a single ember-amber accent doing all the signalling, grunge texture and hand-drawn corner brackets so nothing feels factory-made, and Montserrat for the cold institutional edge. Everything the player sees is dim until it matters — the alert state and a dropping stat are the only things allowed to glow.

I built the Settings screen first as a style basis and derived every other screen from it, so the whole set shares one visual grammar instead of being drawn one at a time.

The system. Every repeated element is a component with swappable content: slider rows with live numeric readouts, inventory slots with empty / filled / selected states, survival stat bars, action buttons, a currency readout, and a four-variant corner bracket that anchors correctly at any container size. Changing a value, label or icon is a property edit — nothing gets redrawn.

Two inventory directions. A contained panel that matches the settings dialog, and a fullscreen version with a 7×4 grid for a larger field pack. Same components, different composition.

HUD built for touch. Run status and survival stats sit top-left, meta controls top-right, hotbar centred, sprint and crouch bottom-right — leaving the bottom-left corner clear for the movement stick and keeping every readable element outside the thumb zones.

Designed in Figma. Icons from game-icons.net (CC BY 3.0).

Available for game UI commissions