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 developed as an exercise to elevate my UI and UX design skills. Utilizing still imagery from the 2016 title Berserk and the Band of the Hawk, I crafted custom interfaces and visual assets tailored to the dark, grim aesthetic of the franchise. As the vision expanded, I also designed the official logo for the concept. The entire project spanned about a month from initial research to final execution. Aside from the background images, every asset was built from scratch using Photoshop, Illustrator, and Figma
Main Menu
A clean yet atmospheric opening menu designed to instantly immerse the player. The gritty art style and heavy use of textures establish a dark, visceral mood. Reflecting the core themes of the manga, the stark contrast between the high-visibility interactive buttons and the deep, shadowed background delivers a striking, mysterious visual impact.
Game HUD & Damage Feedback Systems
Minimalist HUD layout showcasing player bars, enemy health tracking, and an immersive combat experience. Features a progressive 3-tier damage overlay system (25% / 50% / 75%) and an optional cinematic HUD variant that directly channels the manga's iconic aesthetic.
Cinematic Dialogue Interface
Cutscene dialogue overlay concept designed to optimize narrative readability and cinematic immersion, maintaining visual consistency with the project's dark aesthetic.
Pause Menu Architecture & Navigation
Comprehensive Pause Menu system showing the Character, Equipment, World Map, and Bestiary screens. Built entirely from scratch, the system uses a dual-column layout (interactive mechanics on the left, lore/general info on the right). Individual color coding differentiates each section while maintaining a cohesive visual identity. The streamlined world map maximizes readability and layout hierarchy.
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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