


I worked as a Game Design Intern for Power Level Studios for 4 months.
I was working on the menu redesign of the game Soul Reaper for a mobile port.
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Soul Reaper is a turn-based RPG that rewards careful planning and meticulous strategy. Players take control of the Soul Reaper as he quests to rebuild his army and become whole once again. By defeating monsters in combat, users can reap the souls of their enemies and allocate them to serve several unique purposes.







The menu used tabs to section off the different options. For mobile I moved the tabs to the bottom and included swipe controls to make navigating easier.


The monster details screen originally had multiple panels overlapping the monster's details panel, it was overcrowded.






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For mobile I tried to keep the monster's info at the top at all times, and then the options expanding below it.


The Soul Reaper panel was literally filled to the brim with options. None of the panels were aligned making it hard to look at, and even harder to navigate.






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For mobile I wanted to use the image of Soul Reaper as a signifier at the top of the screen. Then I followed the same layout setup that I used for the monster details to keep things consistent.


The combat menu was able to use the screen width to fit all the monsters and Turn Order. The attack options were one area that needed a lot of work.






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For mobile I wanted to still show the turn order with the same number of monsters, so I changed the layout to use the smaller monster icons. I also wanted all the important buttons to be easy to press so I moved them to the bottom.












