Team SelectioN
UI Design

 
 

Choosing a team sets everything in motion. It’s where identity forms and the story begins to take shape. Strategy. Tone. Intent. This is where the player becomes part of the world — even if they don’t realize it yet.


Focus

Interface Design, User Experience


Facilitator


 
 
 

Project challenge/ Problem

Designing a moment of myth and decision

This project presented a conceptual challenge: design a team selection screen for a fictitious game in which players assemble a squad of Greek gods before embarking on a story-driven adventure. This project was built from the ground up — with the UX and UI decisions driven entirely by theme, flow, and strategic clarity.

The design challenge wasn’t just to present a list of heroes — it was to honor their mythos. Inspired by classical sculpture and the reverence of ancient relics, I imagined the selection process as something ceremonial: a moment where power is chosen, not just clicked.

This screen was built in Figma, with animated exploration in Blender and After Effects, marking one of my deeper dives into visual storytelling and prototyping through motion.

To make that happen, I focused on three key UX goals:

  1. Make every character feel purposeful
    Through stats and clear role identities, each god needed to bring something meaningful to team composition and strategy.

  2. Support informed, story-driven decisions
    A light mission briefing system would give players clues about what to expect, guiding their choices without dictating them.

  3. Keep the flow clear, clean, and instinctual
    Inspired by both RPGs and FPS titles, I knew the interface had to be efficient — no friction, no fluff.

 
 
 
 

REsearch / Highlights

What modern games taught me about timeless decisions

To understand what makes a great selection experience, I studied games across genres — from fast-paced FPS titles to stat-heavy RPGs.

Insights:

  • FPS games emphasize speed and familiarity — decisions must feel instinctive

  • RPGs offer depth through detail — perks, buffs, and stats enhance engagement

  • Clear feedback and subtle guidance help players feel confident in their choices

From these patterns, I defined essential UI features:

  • Character stat visibility

  • Buff/role indicators

  • Mission preview context

  • Clean but immersive layout

 
 
 
 
 
 

Design And UX solutions

Bridging myth with interface

I structured the experience around progression and clarity. Players start with a clear prompt and are led through a selection journey that feels both intuitive and reverent.

Key features included:

  • Five hero cards with a blend of iconography, names, and buff descriptions

  • Expandable views for deeper stats and ability previews

  • Selection confirmation moments using banners and insignias to elevate the choice

  • Built entirely in Figma, with motion studies explored in Blender and After Effects

The goal was to combine UX clarity with visual storytelling, honoring the mythos of the characters while guiding the player through a focused, interactive flow.

 
 
 
 
 
 

Visual Hierarchy and color

Designing something that feels ancient — yet alive

I chose to depict the gods as statues, evoking the feeling of walking through a sacred site, or a long-lost gallery.

Visual direction included:

  • Earth tones and golds to convey warmth, legacy, and reverence

  • Ornamental accents to suggest ancient craftsmanship

  • Subtle textures and lighting that hinted at an unearthed relic

  • Hierarchy that favored simplicity — name, role, key stats first; detail views second

Rather than overwhelm the player, the visuals guide them — making every choice feel grounded in tone and lore.

 
 
 
 

Takeaways

Simple choices are never simple

This project taught me how much design happens behind the scenes of even the most straightforward screens. What feels like a single decision — selecting a hero — is really an interaction full of strategy, tone, and player identity.

I leaned into prototyping challenges in Figma, motion layering with After Effects, and the blend of narrative atmosphere with usable systems. Even though the project was fictional, the result feels believable — something I could see in a real game, ready to welcome its first players.