A huge part of any RPG and especially party-based RPGs, are complex menus packed with stuff to customise and navigate. EARTHLOCK was no different, and this was one of the most challenging parts of the production as the menus and HUDs had to adapt with the gameplay and features as they were added or cut. I wanted to design a GUI that was as minimal as possible and never felt cramped while always giving the player the information needed. The menu itself needs to be fun as the player will spend plenty of time delving into these menus throughout the game.
The HUD was also through several iterations as game design was tweaked and refined. I wanted the combat UI to be quick and fun to navigate and never get in the way of the action. I think we succeeded.