Roots of Yggdrasil - UI and Menus
A few random floating UI

A few random floating UI

Character Select screen at the begining of each Loop (Mockup)

Character Select screen at the begining of each Loop (Mockup)

The game's main gameplay HUD was originally much simpler, with chunkier pieces. We corrected it over time to fit way more information as needed. The ressources were particularly difficult to place (on the left)

The game's main gameplay HUD was originally much simpler, with chunkier pieces. We corrected it over time to fit way more information as needed. The ressources were particularly difficult to place (on the left)

When an Event occurs, an event screen pops up to offer you a choice. The background and Illustration change depending on the Challenge at hand

When an Event occurs, an event screen pops up to offer you a choice. The background and Illustration change depending on the Challenge at hand

The Compendium contains valuable information about the Characters, Artefacts, and more.
Reduced character icons were needed due to the nature of the game's artstyle.

The Compendium contains valuable information about the Characters, Artefacts, and more.
Reduced character icons were needed due to the nature of the game's artstyle.

Level Selection

Level Selection

Achievements

Achievements

Thrasir's Workshop in action. Animations by Remi Coté.

It's always tricky to showcase a game's UI, but I'm very happy with the work we put into Roots of Yggdrasil's interface.

As the Art Director, I kept a close eye on all of the game's UI, believing it served as the player's access to information but also enhanced the desired aethetic flavor. Showcased here are a few of the assets I specifically worked on, and a few of the ways in which they were assembled.

There's a lot more I can't really show effectively, but i invite you to check out the game's Steam page for many more in-context examples.
https://store.steampowered.com/app/2071430/Roots_of_Yggdrasil/