A neon action adventure seen through a feline heroine.

Players follow her through a rain-soaked city at night, exploring its streets, slipping past enemies, and uncovering what the city hides.

Overview

Feral is a 2.5D action-adventure game about exploration, stealth, and discovery. Players guide a feline heroine through a layered neon city, where she slips past enemies and examines what she finds. Contextual prompts point out objects worth a closer look, and an inventory keeps track of what she carries.

TrailerExploration, stealth, and the neon city. With audio.

What I did

Interface design
Designed eight connected screens, from the main menu and heads-up display (HUD) to the inventory and character options, and built them as working, interactive screens.
Interaction design
Compared three inventory layouts and shaped how the HUD leads players from noticing an object to examining it.
Design system
Defined the colors, type, and reusable components, with available, selected, and locked states for every item.
Animation
Animated the interface’s highlights and transitions, and the movement of the heroine and her enemies.
Gameplay
Developed the playable prototype, where movement, stealth, and event feedback work together.
World & characters
Designed the city’s layered streets and neon landmarks, and developed the heroine from sketches to a 3D model.

Interface design

Eight interactive screens connect the main menu, gameplay, inventory, and character options.

01 / 08Main menu

Interaction design

Inventory paths and responsive HUD states show how the interface responds to player choices.

NEW WIREFRAME ALTERNATIVES

Inventory layouts

Three layouts compare how players browse items, read details, and move through the inventory.

A Grid layout 01
Grid with visible details

Chosen: the grid keeps items and details visible together.

B List layout 02
List with more text space

Alternative: the list gives descriptions more space but shows fewer items at once.

C Radial layout 03
Selection around a circle

Alternative: the radial layout emphasizes position but makes keyboard navigation less clear.

Layout comparison

Drag the divider to compare the wireframe with the finished inventory screen.

INVENTORYITEM TITLEFinal inventory screen
102728 / ITEM GRID40702 / DETAIL COLUMN76228 PX202PX22 PX GAPDETAIL PANEL / 702 × 1703 × 228 + 2 × 22 = 728 PXSHARED BOTTOM EDGE / Y = 838

Inventory flow

Start or endScreen or actionDecision
Inventory inspection user flowStart in gameplay, open inventory, browse, then check item availability. Available items show details. Locked items explain their status and return to browsing. From details, players may inspect another item or close inventory and resume gameplay.YESNONOYESRETRYGameplaySTARTOpen inventoryBrowse itemsItemavailable?Show item detailsInspectanother?Close inventoryResume exploringENDKeep selectionShow locked statusDraft behavior

Select a route to follow an available item or a locked slot.

HUD SOURCE + TARGETED SCAN STUDY

HUD & discovery

The HUD guides players from noticing an object to examining it.

ASPECT RATIO

Responsive layouts

The HUD keeps its four corners in view on wide, ultrawide, and compact screens.

Original FERAL HUD
FERAL / SCREEN

Explore the screen, then close the preview to return to the flow.

COLOR / TYPE / STATES / COMPONENTS

Design system

Color, typography, and reusable components define the interface’s visual language.

Color palette

Canvas#020305
Selection rail#FF176C
Selected label#FF2F7F
Selection border hue#D9155D
Cyan accent#20D9EE
Screen heading#EEF2F5
Body text#C8D0D7

Typography

INVENTORY50 px / 700 / .22em tracking
PARALLAX OS CHIP34 px / 700 / .2em tracking

Encrypted Parallax OS storage.

19 px / 1.55 line-height / .03em tracking
DATA CHIP14 px / .16em tracking

Spacing1648 × 928 px source screen

ARTWORK
LABEL / 40 PX ROW
← 228 px →202 px14 px corners
22Grid gap · px
10Artwork inset · px
46 × 30Minimum key label · px

Item states

Available data chip card in its default state

Available

Label
#DCE3E9
Border
rgba(150,162,175,.17)
Behavior
Filled slots can be selected.
Original selected item card

Selected

Label
#FF2F7F
Border
rgba(217,21,93,.62)
Feedback
An edge highlight and glow mark the selection.
Original locked slot

Locked

Label
#58636D
Artwork
A cross marks an empty slot.
Behavior
Locked slots cannot be selected; arrow keys skip them.

Interface motion

Animated highlights and transitions show when the selection or inventory changes.

Selection

900 ms
Loading animation

Inventory

900 ms
Loading animation

Gameplay design

Movement, stealth, and event feedback work together as the heroine crosses the city.

Neon streetsThe heroine crosses a lit main street in the open.
Close quartersAn enemy closes in and the fight plays out at arm’s length.
RooftopsA route above the street, away from the patrols below.
InteriorsIndoor spaces hold objects worth examining.

Environment design

Layered streets, neon signs, and landmarks give the city a distinct sense of place.

Character design

A feline heroine and distinct enemy types establish the cast through models, movement, and combat behavior.

Main character

The heroine develops from pencil sketches into a finished 3D model.

Pencil concept of a hooded feline girl sitting above a city street with a cat
Three views of the feline character: wireframe, textured model, and clay model
Loading 3D model...

Enemy design

The enemy’s form, movement, and visual detail are built and tested in the engine.

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