sable
An open world exploration game about a young girl, Sable,
searches for a fitting rite-of-passage mask so she can return to her clan.
The game is focused around puzzles and discovery.
Client: Shedworks
2021
Worked with: Gregorios Kythreotis, Jourdan-Reiss Russell & Daniel Fineberg
My role: UI/UX
The main challenge was to create some first versions of the Sable interface as an exploratory, early visual development phase.
Keep in mind the designs have evolved afterwards, so these aren't the same as the one visible in the released game.
The main goal was that they should live in the same universe in a complementary way to the game's graphics.
These screens are the result of the work that came out of our direct collaboration during that time.


This UI style was to be simple and minimalistic. The actions and answers would be communicated
through a different font style, using same typography rules found in books.




Menus navigation follow a same logic throughout the game.


These concepts of the item menu pages were about defining an item's type
with a color and pattern system while keeping a breathing, minimalistic layout
that would keep the focus on the objects and their descriptions.






In these concepts, icons found in menus and map icons worked with strong angular shapes
and black lines that match the line thickness found in the typography used.
Various explorations have been made to find the most efficient way these could be shown on the map.





