YEAR
2026
ROLE
UX/UI Designer
TOOLS
Figma
Blender
STATUS
Completed
Visual decisions grounded in rhythm game conventions, not generic UI

Rhythm games have UI patterns players already recognize: note highways, combo multipliers, results screens with precision breakdowns. I studied Guitar Hero and Guitar Rock Tour to map what was functionally necessary.
Before any visual work, I mapped the complete IA: main screen, collection, shop, events, social, tour, notifications, each branching into their respective sub-flows.

The complete information architecture, mapped before any UI decision was made.



Every visual decision had to serve clarity during high-stimulation gameplay. The palette leans into saturated, clashing color: Hot Fuchsia, Neon Ice, Bright Gold, against a dark amethyst base, echoing the Spider-Verse reference without copying it directly.

Typography needed the same energy: Barlow Condensed and Barlow Semi Condensed, chosen for their bold, slightly aggressive character that fits a rhythm game's pace.


Designing for high-stimulation contexts (gameplay, not enterprise dashboards) forced different priorities, legibility under motion, color as a functional signal, not just brand expression.