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.

- Client
- Year
- Role
- Screens
Services
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
