top of page
ewemiverse.png
Group 19.png

EWENIVERSE

EWENIVERSE is a playful exploration of how interface design can support clarity and connection in complex, management-based game environments. Set in a whimsical galactic world, the project focuses on keeping players emotionally and cognitively connected to their herd through visual feedback and interaction design.

ROLE UI/UX Designer, Researcher, Interaction Designer

SCOPE GAME UI/UX, System design, Technical prototype, Motion Studies

OVERVIEW

DURATION

TOOLS

4 Months

Unity, Blender, Figma, After Effect, Photoshop

Group 172.png

PROJECT TIMELINE

SheepSidepng 7.png

Project Planning

  • Concept ideation

  • Thematic Direction

Research

  • Comp Analysis

Information Architecture

  • Userflow

  • Wire-framing

High-Fidelity Design

Implementation & Development in Game engine

SheepSidepng 7.png
SheepSidepng 7.png
SheepSidepng 7.png
SheepSidepng 7.png
SelectedBoxE.png

01 PROJECT OVERVIEW

Set in a universe where players act as cosmic shepherds managing a flock of alien sheep, EWENIVERSE investigates how UI systems, feedback cues, and motion design can communicate real-time information without breaking immersion.

The project explores how spatial feedback, behavioral cues, and consistent visual language can reduce interface reliance while supporting moment-to-moment decision making in a real-time game system.

Group 171.png

QUESTION

Through designing the player’s interface, I aimed to answer:

How might we design an interface that balances fun, clarity, and management complexity in a playful real-time game?

SelectedBoxE.png

02 RESEARCH - COMPETITIVE ANALYSIS

To better understand how players manage multiple entities through limited controls, I analyzed PIKMIN 4 (Nintendo) as a reference for intuitive tool interaction & Spatial cues in EWENIVERSE.

image 56.png

Reference Study: Pikmin’s Command cue and Feedback System

A strong reference for managing multiple entities through spatial cues and contextual feedback rather than explicit UI.

OBSERVATIONS/BREAKDOWN - Calling and Return Pikmins

INTERACTION PATTERN: Color-coded cursor communicates which Pikmin type will act and where, using spatial feedback instead of heavy UI.

FEEDBACK SYSTEM: Visual and audio cues confirm when actions are available and successfully triggered. e.g. color changes, sound effects, and contextual pop-up prompts indicate when an action (such as throw, gather, or attack) can be performed.

STATE COMMUNICATION: Group states are readable through animation and movement rather than interface panels. Allowing players to read system states directly from in-world behavior.

AFFORDANCES: Consistent color and behavior across Pikmin types reduce cognitive load and enable quick recognition.

Group 247.png

Spatial Messaging & Area of Effect (AoE) Feedback

When gathering Pikmin, an expanding circular AoE visualizes action range and scope, clearly showing who will respond and where the command applies.

From this analysis, I identified key takeaways that informed EWENIVERSE’s tool system design:

 

  • Spatial feedback communicates function better than UI alone

  • Behavioral cues reduce interface dependence

  • Consistency builds trust in real-time systems

SelectedBoxE.png

03 DESIGN PILLARS

Synthesizing insights from the interaction patterns observed in Pikmin, I translated these findings into a set of design principles that guided EWENIVERSE’s tool systems and real-time feedback design.

Visual Cohesion Across Systems

Color, motion, and form function as a shared grammar across tools and states, lowering cognitive load.

Behavioral Cues Over Explicit Controls

Communicate system availability and outcomes through character behavior, animation, and response patterns, reducing reliance on instruction-heavy UI.

Motion as System Feedback

Animation communicates causality, timing, and consequence in real time.

Spatial Feedback Over UI

Design system states to be legible through spatial cues, in-world markers, and area-based feedback, which allow players to interpret intent and outcomes without relying on persistent UI elements.

GreenBG.png
SelectedBoxE.png

04 TOOL SYSTEM & INTERACTION DESIGN

Group 25.png
Rectangle 94.png
Group 250.png
  • A Commander rod for leading the sheep. Swing it around to gather the sheep to a designated location.

Group 26.png
Rectangle 94.png
Group 251.png
  • Good for fending off looming predators.

Group 24.png
Rectangle 94.png
Group 252.png
  • A Giant Grabbing hand that allows you to quickly grab and place the nearest EwE around the scene, or even environmental objects.

Tool Interaction Design: From Research to Implementation

Building on insights from the Pikmin analysis, I designed EWENIVERSE’s tool system to communicate actions and outcomes through spatial feedback and motion rather than heavy UI.

 

Each tool visualizes what will happen and where it applies using in-world effects, timing, and color cues—ensuring interactions feel intuitive, responsive, and consistent with the game’s visual language.

SYSTEM UI

Player status & Tools View:
The Player Status & Tools View functions as a low-frequency reference layer, allowing players to review system state and tool behavior outside of active play. By separating learning and reflection from real-time interaction, the system preserves flow while supporting recall and reorientation.

BlackBG.png
SelectedBoxE.png

05 WIREFRAMES

SelectedBoxE.png

06 IN-GAME INTERACTION SCREENS

SelectedBoxE.png

07 UI MOTION & DISPLAY

With the visual system in place, I used motion as a functional layer of the interface—guiding attention, signaling state changes, and reinforcing feedback. The following panels highlight how UI transitions and micro-interactions support clarity and player flow while maintaining the project’s handcrafted visual identity.

▲ Menu Screen

▲ Biome Select

▲ Status

▲ Tools

▲ Option Menu

▲ Gameplay - Tool Select, Map View

▲ Inventory

▲ System

SelectedBoxE.png

08 VISAUL FEEDBACK & STATE COMMUNICATION

Beyond UI motion, I used character animation and VFX as feedback systems. Exaggerated sheep animations and responsive effects communicate states, success, and alerts at a glance—reinforcing gameplay messaging while minimizing reliance on text.

ANIMATION

sheep1.gif

IDLE

sheep3.gif

EATING

sheep4.gif

WALK

sheep2.gif

BITE

VFX

ewemiverse_edited.jpg

THE MAKING OF EWENIVERSE

SelectedBoxE.png

09 PRODUCTION PROCESS

1.png
2.png
3.png
4.png
6.png
5.png
SelectedBoxE.png

10 VISUAL DIRECTION & STYLE GUIDE

LOGO

The Rod is a main/default tool used in the game by player to lead the sheeps. Thus, I made use of the element and combined it with the title's letter. and by adding some sort of splash effect I am able to reflect the function it brings in game: Guide & Influence > Gather.

ART DIRECTION

Group 255.png
Group 36.png

To define the UI and icon language, I developed a hybrid visual style that merges two contrasting aesthetics: a clean, rounded futuristic look and a rough, textured botanical feel. This duality reflects the core setting of Eweniverse — a natural biome shaped by cosmic exploration.UI elements tied to the environment (containers, panels, holders) draw from the botanical side, using grounded textures and organic forms. In contrast, UI components tied to the player (information displays, the tool-switching interface, and action prompts )— adopt the smoother, futuristic aesthetic, reinforcing the player’s identity as an astronaut navigating an untamed world.

STYLE GUIDE

ewe_ui.png
ewe_color.png

The UI throughout the game continues to echo the key themes and ideas at the heart of the concept. Larger elements like containers, holders, and area panels lean into the botanical side of the style, symbolizing the natural ground and environment. In contrast, UI components related to the player — such as the information display, tool-switching interface, and action-based interactions during gameplay — lean more toward the futuristic, clean aesthetic, reflecting the player’s identity as an astronaut.

bottom of page