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Visual case study

Shells

A full interface system for an ocean exploration title, from the in-world HUD through shops, vaults and progression.

Shells is an ocean exploration and collecting game. The interface had to hold a lot at once: quest state, depth, oxygen, currency and inventory, all readable while the player is diving or steering a boat. I built it as one component set so the boat shop, dive shop, in-game shop and travelling merchant share a single language, and delivered a Shop Versions set so the team could pick a direction without a redesign.

Shells, heads-up display
Client
[ADD CLIENT / STUDIO]
Year
2026
Role
UI/UX Designer
Screens
26

Services

  • Art direction
  • HUD design
  • Screen design
  • Component system

Direction

The whole interface sits over open water, so every panel is a cool blue-green plate that stays dark enough to read against sun on the sea and light enough that the world is never boxed out. One plate language covers the boat shop, dive shop, in-game shop and travelling merchant, so a player who learns the shape once has learned all four.

What the interface had to do

  • Keep quest state, depth, oxygen and currency readable while diving or steering a boat
  • Hold up from a phone to an ultrawide without a second layout
  • Ship four different shops from one component set

Selected screens