Early-Access Development (2024-Present)
THE AMERICAN WAR
A first-person shooter taking place during the Vietnam conflict told through the dubious recollection of a PTSD afflicted veteran being interviewed.
Watch the trailer filmed and edited by me —->


THE MAIN MENU.
The American War menu is inspired by classic shooters such as ‘Medal of Honor’ Allied assault in which all of the areas of the main menu are located around a room the player can jump between while the mission select has multi layered sections to navigate through.
Initial Designs and Wireframes
The design is inspired by classic war shooters like Medal of Honor and Call of Duty, resulting in a 2D/3D user interface that is both practical and enhances the game's story.
[Designed in Figma]
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The main menu combines 2D graphics and 3D objects to create an engaging user interface that supports the story while ensuring a simple experience for players.
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Each area of the character's apartment connects to the main story, so I aimed to ensure the interface matched the player's upcoming experience.
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The menu has four sections: view the whole apartment, access the options menu through the radio, select missions at his desk, check multiplayer at his locker, and visit the museum using his chest.


DEVELOPING Menu ELEMENTS
All parts of the main menu were inspired by the main character’s story, using the veteran apartment setting and its objects.
[Built in Unity]
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All the items share a similar theme of being old and created by the main character, showing signs of wear and tear. They are also covered in a mix of paint, ink, and pencil, which defines this style.
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All images are mainly archive photos or in-game screenshots, with filters, overlays, and shadows added to show wear and aging that match the game's theme.
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Everything appears old and dull, but it’s important that everything is easy to see and understand while the player navigates the interface.

CREATING a 2D/3d Menu.
The main menu is set in the main character's modern-day apartment, where the interviewer discusses his past. I used store assets and a camera animator to highlight different areas of the 2D UI.








ICONS.


HUD DESIGN.

ON Screen.
The player interface maintains a classic war shooter look with a consistent on-screen design that highlights the artistic style of the main menu and story. All icons and symbols are hand-drawn by me to represent game elements and assets.
Wireframing
The main goal of updating the American War UI was to ensure it scales to different screen sizes while keeping the character sketches large and clear.
[Designed in Figma]
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To maintain the classic HUD style, I drew inspiration mainly from shooters like Medal of Honor and Call of Duty, as well as Xbox 360 games like Gears of War and Borderlands for my designs and layouts.
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Many games have simple HUDs, but I wanted to keep a classic feel, ensuring that key information like ammo and health is always clearly visible.
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I focused on ensuring the interface adjusts to different screen sizes by anchoring it to specific corners and resizing it appropriately to stay visible without blocking important content.









