Work / 07 — Game · UI

GoArt Worlds — Game UI

Quest-driven onboarding with a consequential NPC dialogue system — every choice visibly shifts trust and honesty, so decisions feel real rather than cosmetic.

Role
UX/UI Designer
Client
RoofStacks · GoArt Worlds
Platform
Mobile (iOS / Android)
Scope
Quest flow, dialogue/choice UI, consequence bars, dialogue cards, character states
GoArt Worlds quest onboarding and dialogue system — chapter 1
Quest onboarding & dialogue — chapter 1.
GoArt Worlds quest onboarding and dialogue system — chapter 2
Quest onboarding & dialogue — chapter 2.

Case study

Problem

Making dialogue choices that feel consequential, not cosmetic. Most games stack options without tracking what matters — players choose, but never see the impact. The challenge was a dialogue system where each choice visibly carries weight.

Solution

A dialogue system that tracks two consequence axes — trust and honesty — and visualizes them in real time. Dialogue cards adapt to their content (text-only, or with item rewards / trade options), and length was tuned so choices stay meaningful without bloat.

What I designed

  • Choice UI with consequence bars that update per decision.
  • Adaptive dialogue cards — text-only vs. item-inclusive — not a generic drawer.
  • Interactable item states, character appearance / conversational states, chapter titles.

Outcome

A dialogue system that makes consequences visible: players watch trust and honesty shift with every choice. The adaptive cards keep it clean across dialogue types — pure conversation, item trading, quest acceptance — without feeling generic.