RPG maker Atlas has been celebrated for unique UI designs in its sports, from the series to the recent fantasy epic metaphor: Refintzio.
I talked to Kogi ISE, a metaphor of metaphor at this year’s Game Developers Conference (GDC), to discuss the creation of the UI of the game and how it offers a sense of “cool”.
“There are different ways to make cool interpretation,” said the ISE, “but if we are just looking at aesthetics, designers should be very easy and easy to create. The important part is to tie the UI in the tone of the game and to tie it in the story of the game. With the game, it has to be able to tie it all that I understand.
He added, “I think a game that gets is a game that is designed that are unique only in the title, which cannot get other topics.” “I think such a design is what I will consider cool.”
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The UI is very important in setting up a game’s accent because it appears during the gameplay, in the men’s, and more across the game. “I think it’s a powerful way to control the overall type of game that ends the game,” said the ISE.
He added: “UI has the power to move the player’s emotions as well as the face of a game. That’s why we, as a team, put so much value, resources and passion for producing all these UIs.”
Especially with the metaphor a huge challenge, though, the Persona stood beyond the shadow of the Games, which established a great deal of stylish UI designs for Atlas Games.
“I first really tried to point out what was a game trying to met as a game, and what the game has a particularly unique trait,” the ISE said. “And in fact these elements are honored and how to express how to express through the UI, I am sure we have succeeded in drawing the appeal of the metaphor to the front … (and) make something that was a unique metaphor.”
ISE added that the team was “very aware of personality” during development. “It was a established and great presence for us and it felt as if we were in the shadow of it. But at one point the director pulled me aside and told me, ‘Hey, do not pay much attention to it, focus on what you want to do on this title’. And he really wanted to focus on me (a chance).”
One of these elements was the use of a classic vitrophine man from Da Vinci, known as Archaeological for the menu of the sports class system.
“This is actually a formula for the ideal king, citing the basic plot of the game,” ISE said. “Since this game adopts a medieval painting style, we were looking at different arts from this period when we found a vitropian man, which we thought was in accordance with the subject because it contains the ideal proportion of man.”

In Atlas, the UI is a fundamental part of the development process from the beginning and allowed it to shape the design and develop from the initial fantastic stage to the overall game as well as its final form.
In this way, the ISE showed me some early UI design to represent its growth road.
The initial design was focused on the fantasy layout of the game, which uses leather paper and other elements to represent the travel shape. “It was a design that was created when the main idea of ​​self -travel with your colleagues was at the forefront, so that is why this design is clearly expressed,” ISE said.

The next design was more retro, which had the least white borders around the menu elements but was re -set up in a modern way. It was to tie RRPG’s roots of classic feeling.

The third design was focused on the subject of anxiety and showed the face of the main character falling down in his emotions. “It was born when a theory of anxiety came into the picture,” the ISE said. “This is an emotion in which the people of the world and in the real world are also involved, it is mutual between these two worlds.”

To me, the combination of medieval fantasy and modern style lends a everlasting sense to the UI. The ISE said, “Yes, it was very deliberate and something we were creating because the game is in an imaginary setting and we were referring to many medieval designs,” though it felt that it was the old style alone and “would not be charming for the modern player”.
He was then impressed with an poster at an art museum that promotes medieval art, but with pop art fonts and design. “It felt as if they were talking directly to us as modern people,” he said, “he eventually influenced the combination of modern animation and a pentular style involved in the type.”


An important element of any UI, though, is the balance of use and balance. The ISE acknowledged, “To surprise this balance, ask the truth, the most difficult part of making the UI for this game.”
“If we bend too much in the visuals, then it is difficult to use it. But if we are tilt in the pursuit of a lot of workers or use, we start to lose Atlas Touch. So we tried a lot and thought that we were taking both and ensuring that both of them have a great deal.”
Our metaphor: Refantzio Reviews, “Persian Atlas increases its skills with high fantasy refreshing.” “It lacks jokes, it is in greatness and heart.”