GigaTurtles

UI Design for GigaTurtles by Weird Dog Games.

Upgrade icons animated in Rive

I worked on the title, upgrade and end results screen of the game, as well as creating a series of animated upgrade icons.

Upgrade Screen

My first task was to give the ability upgrade screen more life and flare, befitting the colorful, splashy and competitive theme of the game. The layout and design needed to be adaptive for 2 – 4 players.

Layout and design were done in Figma / Affinity, the animation and prototyping in Rive.

Animation and behaviour example for a 2-player game, where the loser gets to pick one upgrade out of three.

Upgrade Icons

Each ability also needed an icon. I had free reign on the designs themselves and stuck close to internet culture references.

All available icons on a demo artboard in Rive

Title Screen

I had created two potential animations for the title screen. One is using parallax movement, the other is more beat-driven.

Results Screen

The results screen needed to work for both game modes: Survival / Last Person Standing and Points Per Kill. Players could set up different match and round lengths, so space had to be flexible. There is also the potential of losing points in Points Per Kill mode if you end up eliminating yourself.

One match would last several rounds and a certain amount of matches have to be won to win the game. A quick banner popup would celebrate the winner of a match.

Victory Screen

Just like the results screen, the victory screen had to be flexible for different amount of players.