Anterris Character Screen

The Character Screen for Anterris needed to serve two important player personas: the gacha gamer and the action RPG gamer. This view would not only let players view stats and equip items for strategic decision-making and creature progression optimization, but also provide a space to browse and admire their collection while experiencing each creature in detail.

Requirements

  • View creatures in detail to appreciate collecting them

  • Equip artifacts to increase stats and feel more powerful

  • Track creature progression through skills and abilities

  • Access stats for strategic decision-making

  • Browse creature collection easily

  • Ensure seamless mobile experience with no quality degradation

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Research

Studied character screens from multiple gacha-style and RPG games.

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Wireframes and flow

Created wireframes to design the layout navigation and flow of the screens.

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Iconography

Designed icons for creature abilities, stats and essences.

High Fidelity Prototype

Added high fidelity design details to the screens and prototyped the navigation and flow.

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UI Engineering and Prototyping

UI engineering and hooked up the navigation of the screens as well as the data needed for the stats and abilities using visual scripting


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Playtesting and Feedback Round 1

Render texture method of displaying creatures did not provide sufficient visual quality

Iteration

Iteration

Replaced render texture with stacked camera system to integrate UI with character scene

Playtesting and Feedback Round 2

  • UI elements were difficult to read in some cases on landscape background

  • Creatures lacked visual prominence and could get lost in the landscape

  • Because there are multiple biomes this could kill the immersion jumping to a different landscape for the view.

Iteration

Iteration

  • Moved away from a landscape-type scene for the diorama since teleport between different biomes.

  • Used a panel-style background instead to create consistent UI visibility and better showcase the creatures.

Final Result

How would I continue to iterate?

I would enhance the scene by bringing in more environmental detail and improving its visual effects. To increase usability and delight factor, I would incorporate more animations and micro-interactions. As the game grows and more information is added, I would ensure the design remains scalable, particularly for stats display. I would also improve user guidance. For example, when new gear is unlocked, players would receive prompts and clear icons showing them where to go to equip their items.

CONTACT

tjtaylor.design

© 2025 - Content by TJ Taylor

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CONTACT

tjtaylor.design

© 2025 - Content by TJ Taylor

  • GET IN TOUCH

CONTACT

tjtaylor.design

© 2025 - Content by TJ Taylor