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All design work

Ice Age Life / iOS

A complex world, within reach.

How can a rich simulation remain understandable one decision at a time?

My role: Interface design, implementation & icon art direction

Design decision 1

A complex world, within reach.

Characters, resources and consequences compete for attention. The interface gives the current situation a clear narrative hierarchy.

The design challenge

Keep a systemic world expressive without making every screen feel like a dashboard.

The current life has a readable center.
The current life has a readable center.
Character detail expands when needed.
Character detail expands when needed.

Design decision 2

Reveal the system through choices.

The local map, character and band each answer a different question. Distinct views let detail appear in context.

Group by player intent

Separate places, people and the current moment into recognizable views.

Make hierarchy do the work

Headings and grouped actions give dense information a reading order.

Where can I go?
Where can I go?
Who is with me?
Who is with me?

Design decision 3

Many icons. One visual world.

Generated icon assets were directed through a shared style and a rejection process. Cohesion was an art-direction responsibility.

Direct, select, reject

The craft is in defining the visual rules and choosing assets that hold together. These icons were not all hand-drawn.

Next research question

Which symbols are recognizable without reading their labels?

Repeated scale, palette and framing bind the icon set.
Repeated scale, palette and framing bind the icon set.
Character choices belong to the same world.
Character choices belong to the same world.