Design: Ollie Read, Charlie Williams Development: Ollie Read, Rhys Durham, Dylan Tooze Documentation: Ollie Read, Charlie Williams, Jack Raby
Overview of aspects relating to User Interfaces & Experience, primarily going over in game menus and Player UI.
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This section largely covers the various menus seen throughout the game, mainly centring on the games main menu and its various sub-menus.
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The initial splash screen for the game, this screen simply serves to ease the player into the game world. As such this screen is mostly visual, showing a large open field and the games title while awaiting input confirmation.
Once the player has triggered an input the camera then moves downwards into the main menu scene, moving the player away from the large open world and into the enclosed caves in which the game is set.

Displaying any transition screen, the loading screen offers the player gameplay tips as well as a brief control scheme overview before entering the game.
Features

Displaying during any transition screen, the loading screen is a quick transition screen which also offers the player gameplay tips before entering the game.
Features
Smooth In/Out transition animations
Provides a randomly selected tip from a selection of over 20 tooltips.
If the player’s health reaches zero, the player avatar will fall to the floor as the screen fades to black. After this, the player will be shown the end screen, which will detail the wave the player reached as well as their highest score. The screen will also allow the player to return to the main menu, where they can replay or quit the game.
Features

The initial splash screen for the game, consists of three separate buttons with their own functions:
Features

The Options menu give the player the control to change various aspects of the game including Graphics, Audio, Key Bindings, Etc.
These options are divided into 5 distinct categories including Game, Display, Graphics, Audio, and Bindings
Features

Similar to the main menu system, the pause menu can be brought up during gameplay and hosts a very similar layout to the main menu.
Features

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The rest of this section will focus on the game’s primary HUD as well as any other UI elements which are featured in gameplay
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The health gauge can be found surrounding the player character. When the player receives damage, the bar will deplete, with the lost health being shown as red. The health will also be visible even when enemies are standing on top of the gauge to ensure that the player can always monitor their health level.
The Exp bar will be displayed at the top of the screen. When collecting exp crystals from defeated enemies, the bar will begin to fill up from left to right with a secondary colour. Once the player has stopped collecting exp, the primary colour of the bar will fill to the new amount.
Found on the right-hand side of the screen, the objective marker will detail to the player what their current primary objective is.
Appearing overall objective items in-game, the objective indicator guides the player to the various objectives around the map, when the objective is off-screen, the indicator instead borders the screen in the direction of the objective it’s bound to.
The indicator also offers a live distance tracker which displays how far the player is from that objective at a given time. The indicator will remain active until the player has completed whatever objective it is linked to, at which point the indicator will disappear.