Hit 2024 JRPG Mettlement: Lead UI designer Cogi ISE on the refinerio ISE joined Atlas in 2018 after working some time on the website design in the advertisement, as he explained in the GDC 2025 conversation. “The metaphor was actually the first game for which I designed,” he said. “As a lead UI designer for metaphor, I mainly handled the Game Title Logo as well as the UI elements.”
The ISE revolves in the industry and removed some of the best UI to grace the JRPG, which was encouraged but did not appreciate the personality and the choice of the personality and the Magymie Tennessee. But the process was not easy. Many ideas were found ax, and ISE described the crisis in its direction during development.
Going into the metaphor, establishing a new art style of the UI team, guiding the direction of the art of sports, and creating something that seems unique in the game. Drafts and prototypes were produced, the old memories of the Nes era or were bent in a fantastic leather form or sharp emotion, but nothing was stuck. Some lacked individuality, others were very dark or very sophisticated and faster. Something was missing. The impression was wide and unmanageable, and the ISE said, “After these comments, I lost my way, that I do not believe what direction is to be taken.”
He added, “When we suggested a colorful design, I began to actually be conscious about my predecessor, personality series.” “I began to think that we would need similar pop, stylized and accessible design for the game.” But the design created from this direction was “not felt so unique to stand itself” and the personality was lacking.
ISE Director Kitsura Hashino thanked him for giving him some valuable advice: “Take a moment a moment and stop listening to other people’s opinion,” and instead pay attention to what you want to get. “These words really saved me,” Ice said.
Personalized on personality or more pop energy. Free from them, the ISE went back to the drawing board so that a new “guiding star could keep us on a clear path.” Slight? “Hyper Stylish, a way to translate the imaginary RPG through the” Atlas “lens and a way of creating an art style that no one can stay away from their eyes. “
Four new pillars of the design supported this “hyper stylish” goal. The UI of the metaphor had to be cool, deep, interesting and elderly. The ISE explained, “Only when we decided to approach the UI design that it is not as a stand -meta feature that is separated from the game world, but as an element that connects the player to the game world.”
As a result, the interface that metaphors know and love today. People often talk about good UI to minimize and get out of the way, and sometimes this happens, but the metaphor is another game that proves that proudly, proudly can play an active role in the gameplay and adorn the experience.
Upon closing, ISE advised UI designers to focus on finding and expressing themes and ideas that can only get their games, which have gripped symbolic expression and amazing players (gestures, lying in the hero’s menu menu), and making unforgettable designs.
Persona 5, Persona 3, and now metaphor: Refintzio achieved some of the best UI in JRPG history? Its veteran Atlas Director emphasizes “Alliance” and supports the giant teams.