Contribution Colour-Coding Key
Aysa / Camilla / Combined

Our UI & GUI will follow this moodboard’s intended vibe, with a lot of cyberpunk 2000s vapourwave retro inspiration. Ive included different things that we will need to build our UI up with, such as meter bars (for minigames and streaming), game state screens (game over, incel group takeover, etc.), what the computer screen will look like, a potential settings screen, dialogue boxes and choices. These will all give a good starting point for us when producing UI for our game and this moodboard perfectly encapsulates what we need for the game to work and also the visuals we want alongside. The only time that a player can fail is during minigames; this will be the game-over screen for our game. We will also have a settings and controls screen as a basic way for the player to exit or pause and get the most out of their experience. To get to that negative state, they will have meter bars or heart indicators for a better user experience when playing.
The game’s UI will have a clicky kind of sound, not too 8-bit sounding, but more like a keyboard with cream switches. This adds immersivity and matches the vibes of the game but without sounding too stark and out of place. The obvious UI sound would be a mouse clicking, but we decided against that. This is due to its current usage in the games industry UI, with it mostly being featured in cosy games, which is the vibe we want to completely avoid. Therefore, we are still going for a computer peripheral sound but not something completely recognisable or overused in a different genre of game that we don’t want to replicate.
The UI sounds and visuals should immerse the player very well within the game’s narrative. To expand on this, we will make every button have some sort of implication and reaction. Whenever something is completed or a new event is incoming, there will be a visual indicator. If the player fails a minigame, the vibe of the dialogue boxes may change to replicate that or the whole screen will have a grainy gloss for a while until a new section of the narrative commences. This will make the choices and performance of the player feel more impactful.
