Being developed by Macondo Games, Global Steel is a 2D run-and-gun game inspired by Saturday morning cartoons from the 80s. I worked on website design, game’s UX, and character dialogues.

The aesthetic is communicated through the game’s menu design.

For the in-game overlay, iterations for the Pause Menu, Dialogue Boxes, and Endgame Stats were designed. Some key features:

  • Brainstormed font types, information placement, and spacing.

  • When the game is paused, players can see advertisements of brands that exist in the game's universe. Subtle hints at lore, too! Along with that, gameplay previews and tips that generate occasionally.

  • Switching between menus would feel like being part of the game’s command centre. This is where characters would be chosen, and loadouts could be customized.

What started with the weapon upgrades menu soon turned into a customizable loadout—players could choose perks they unlocked as they progressed through different levels.

Next, the game’s general interface was ideated through different wireframes. The initial goal was to have all the perks (enhancements) that covered the character's Armor (Ultimate Ability), Health and Weapon qualities. This needed to be customized on a single screen with selectable Tabs and sliders on a single screen. Some key features:

  • Sliders that let you switch between perks/loadouts)

  • Key game elements like buttons, triggers, signifiers should be visibly present to convey the right information at the right time.

  • Things like computer monitors and display areas should not only convey the right information but also stick to the aesthetic.

The team was pretty clear about one thing - the game is retro. It shouts "80s" through its art style, and intends to remind you of Saturday morning cartoons you probably watched growing up.

The game would feel like an episode you play, not a classic video game. That was an important message that needed to be conveyed through the design.

The design reflects the same.

It was decided by the team that the game would support both Controller and Keyboard+Mouse layouts.

Hence, it was important to consider how and where I was going to place information like "Press this button” or “do that”.

Finally, the main menu (control centre or base) would showcase a home-esque setting where players were able to switch between menus as if they were switching between rooms.

Alongside the design and writing work, I also had the pleasure of managing the game’s social media.

This phase of my life truly resonated with the jack-of-all-trades in me. Designer, writer, community manager… phew!

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