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Visual case study

Verse Battlegrounds

Menus, factions, inventory and progression for a battlegrounds combat game, built to stay legible over a busy world.

Verse Battlegrounds is a combat game where the world behind the interface is constantly moving. The work was mostly contrast and hierarchy: a main menu, loading screen, shop, quests, factions, combine, inventory and a spin HUD that all had to stay readable over saturated backgrounds.

Kanjifo, in-game heads-up display
Client
[ADD CLIENT / STUDIO]
Year
2026
Role
UI/UX Designer
Screens
13

Services

  • Art direction
  • HUD design
  • Screen design

Readable over a busy world

The world behind the interface is a bright nebula, so contrast had to come from the panel rather than the type: a near-opaque plate, a neon edge to separate it from the background, and text that never sits directly on the scene. Motion is spent only where state changes (a reward claimed, a quest completed), so a busy backdrop never competes with a busy foreground.

What the interface had to do

  • Keep critical state legible while the world stays bright behind it
  • Get the player from menu to spin to shop in as few reads as possible

Selected screens

Trash