Techtonica - Shell Menus
Main Menu v1 - This is basically the only view of the planet in the game. In-game it animates with the orbiting debris.

Main Menu v1 - This is basically the only view of the planet in the game. In-game it animates with the orbiting debris.

 New Game Start v1 - Originally the UX was designed to present a single standard game mode with an additional option to navigate to more advanced options. We later decided to add a preset for an "Easy" mode and changed the overall layout to accomdate.

New Game Start v1 - Originally the UX was designed to present a single standard game mode with an additional option to navigate to more advanced options. We later decided to add a preset for an "Easy" mode and changed the overall layout to accomdate.

New Game Start v2 - We decided to present the player with three options when starting a new game, Standard, Easy, and Custom. The Easy preset modifies some of the more commonly altered options to smooth out the experience for new players to the genre.

New Game Start v2 - We decided to present the player with three options when starting a new game, Standard, Easy, and Custom. The Easy preset modifies some of the more commonly altered options to smooth out the experience for new players to the genre.

New Game Start Custom - Selecting Custom Game would initially give the player a dropdown selection of some curated modes that we designed for them. It would also allow them to dig further into each customization option.

New Game Start Custom - Selecting Custom Game would initially give the player a dropdown selection of some curated modes that we designed for them. It would also allow them to dig further into each customization option.

Custom Game Options - We included a ton of numbers to tweak in the customization menu. We had to account for several types of interaction widgets, the player's current settings, the default settings in case they wanted to reset, and several categories.

Custom Game Options - We included a ton of numbers to tweak in the customization menu. We had to account for several types of interaction widgets, the player's current settings, the default settings in case they wanted to reset, and several categories.

Load Custom Game - Custom games had a different color treatment and iconography that standard saves to differentiate them when sifting through tons of files.

Load Custom Game - Custom games had a different color treatment and iconography that standard saves to differentiate them when sifting through tons of files.

Load Game - Each session was separated out into folders to make navigation through a ton of saves a bit easier. It also made it easier to mass delete old saves from outdated versions of the game in EA.

Load Game - Each session was separated out into folders to make navigation through a ton of saves a bit easier. It also made it easier to mass delete old saves from outdated versions of the game in EA.

Main Menu Continue Game - It became clear midway through development that players wanted some info about their latest save with the Continue functionality. This little widget shows that info, as well as whether the game has any custom modifications.

Main Menu Continue Game - It became clear midway through development that players wanted some info about their latest save with the Continue functionality. This little widget shows that info, as well as whether the game has any custom modifications.

Pause Menu - One requirement was to provide a scrollable list of all active custom modifications to the current game. Otherwise the screen is fairly lightweight.

Pause Menu - One requirement was to provide a scrollable list of all active custom modifications to the current game. Otherwise the screen is fairly lightweight.

Pause Menu Load Game - This was a proposal for a fully featured load screen including support for location tracking, game completion tracking, and importing saves from other players. We ended up simplifying to something mirroring our save menu.

Pause Menu Load Game - This was a proposal for a fully featured load screen including support for location tracking, game completion tracking, and importing saves from other players. We ended up simplifying to something mirroring our save menu.

Pause Menu - Save Game v1. An earlier version of the save menu accessible from the Pause screen. Had a few bells and whistles that we ended up scrapping in favor of simplicity and clarity of information.

Pause Menu - Save Game v1. An earlier version of the save menu accessible from the Pause screen. Had a few bells and whistles that we ended up scrapping in favor of simplicity and clarity of information.

Pause Menu - Save Game v2. The simplified save UI that was rebuilt to account for drive space limitations on consoles. Displays the current folder as well.

Pause Menu - Save Game v2. The simplified save UI that was rebuilt to account for drive space limitations on consoles. Displays the current folder as well.

Settings - Input Options

Settings - Input Options

Settings - Audio

Settings - Audio

Settings - Input

Settings - Input

Settings - Video. I think we were able to fit in a decent amount of graphics options given our team size and budget.

Settings - Video. I think we were able to fit in a decent amount of graphics options given our team size and budget.

Credits - Just a basic layout accessible from the main menu

Credits - Just a basic layout accessible from the main menu

I was responsible for wireframing, vis dev, and final assets for all of the shell menus in Techtonica. While the design stayed relatively consistent over the course of development, we did end up having to account for multiple consoles partway through, which dictated some of the design changes we made.