Berserk: The Long Night
A UX/UI Case Study & Interface Design Concept
Role:
Graphic Designer &
Art Director
Deliverables:
UI Design, UX Design, Art Direction, 3D Design
Clients:
Personal Project
Tools Used:
Adobe Photoshop,
Illustrator, Figma
Berserk: The Long Night is a concept game project I made to push my UI and UX work further. The backgrounds are stills from the 2016 game Berserk and the Band of the Hawk; everything sitting on top of them is mine, built for the dark, grim look of the franchise. The logo came later, once the thing had grown past a handful of screens. About a month from research to final execution, and apart from the backgrounds every asset was built from scratch in Photoshop, Illustrator and Figma
Main Menu
The opening menu, kept clean but heavy on texture. The buttons sit at high contrast against a background pushed deep into shadow, which is what makes them readable and also what gives the screen its mood.
Game HUD & Damage Feedback Systems
A minimal HUD: player bars and enemy health tracking. Damage reads through a three-tier overlay (25% / 50% / 75%), and there is an optional cinematic variant that strips the interface back further.
Cinematic Dialogue Interface
The dialogue overlay for cutscenes, built to stay readable over moving footage without breaking the dark look of everything else.
Pause Menu Architecture & Navigation
The pause menu: Character, Equipment, World Map and Bestiary. Two columns throughout, mechanics you interact with on the left, lore and general info on the right. Each section gets its own colour, so you know where you are without reading the header.
UI Asset Components & Production
Custom UI assets, iconography, and interface components developed from scratch using Illustrator and Photoshop to match the game's gritty visual identity.
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