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
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.