Joe Neeves

Showcase

UX Design

UI Design

Motion Design

Pattern Hunting

Control

Alternative UI Direction

Process

Click to Jump Ahead

Here, I explore what Control’s UI could have looked like with a more diegetic, era-appropriate direction. Inside the Oldest House, modern technology doesn’t function, so this direction takes inspiration from microfiche readers, American 19th- and 20th-century newspapers, and the visual design of Severance’s mysterious office.

Teardown

Starting with a full-game review, I gathered screenshots, created a screenflow, and organised my critiques into major and minor issues. Below is a summary of the major areas.

View File

Loadout

Astral Constructs

Expeditions

Countermeasures

Wireframes

Lo-fi

x

Concept A

Concept B

Concept C

Mid-fi

x

Hi-fi

x

UI Exploration

Selecting two wireframes with the most potential, I then explore options for the UI Direction. Each direction gets its own mood board, with contrasting references, colour palettes, and fonts.

Concept A

Concept B

Final Mood Board

Well-Used

Retro

Unusual

Atmospheric Lighting

Alien

Clinical

Archives

  • Fill the screens with nods to the game’s universe.
  • Connect the UI more closely to the Bureau’s technology.
  • Make the player feel like a detective while exploring the menu.
  • Highlight how the Bureau has embedded itself into all aspects of society through the newspaper aesthetic.

Screen Design

Main Menu

Primary Style

Jukebox Style

Loadout