A turn-based roguelite deck builder where your cards determine how you dig through a living, mutating planet. Build movement combos, evolve cards, and carve efficient tunnels to harvest its pulsing resources before it consumes you.
I had a lot of different responsibilities, alongside UI/UX, I also had to take care of the character and environment art.
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UI BIBLE
UI bible
During the project, I made sure to take some time to set up a UI bible, noting down the main colors and fonts. I also wrote down the font size. This way I keep the UI consistent.
MAIN MENU
Main menu - In game
For the creation of the buttons I created a material with different states, it was very customizable and reused a lot throughout the project.
HUD
HUD - In game
Figuring out the HUD in this project was quite a journey. Deciding on the location of every element and making sure the gameplay had enough space to shine is a difficult thing to balance. The HUD also went through multiple iterations until I landed on something that felt right.
HUD - UX and mockups
The card design itself also evolved as we moved from a vertical layout to a more horizontal layout. In early designs we wanted the evolution to be a more visible element but throughout development we slowly integrated it more into the game.
MOVEMENT UX
Movement UX - wireframes
I’ve created step-by-step wireframes for the movement UX. This flow also evolved a lot throughout the project as we kept iterating and improving the flow. I would document the flow and write out the text next to them.
Movement UX - In game
We iterated on this UX quite a bit. Even after this there were still improvements I wanted to make based on user testing.
CARD EVOLUTION
Evolution UI - In game
For the evolution backgrounds I used a material that I could hook up to the evolution rarity. During user testing I noticed that people would skip out of this screen without realizing they just paid a cost to enter. To solve this we added a smaller text underneath skip and improved some UI animation feedback.
Evolution UX - Wireframe
During development at some point we wanted evolutions that cost additional money. But we ended up having only 3 choices.
Evolution Icons
I quite like the style I had going for this. Sadly I wasn’t able to create more because of the project timeline.
Evolution UX - In game
To integrate evolutions better I decided to add the evolution button on the card itself by using a hold effect. Now the evolutions feel more part of the card instead of an added on system.
SHOP
Shop UI - In game
For a long time I never had a good vision of the shop, I am quite happy with what I came up with.
Shop UX - Wireframe
Initially, I wanted the shop to function more like dominion where you could buy every card type.
Mutator Icons
Originally, I created more straightforward icons with text, but after feedback I decided to revisit them and create more visually pleasing icons.
Card design
Originally, I liked the idea of horizontal based cards on the right side of the screen. When we changed the HUD design I thought it was also time to look at the card design again. Since the cards would overlap I decided to put all the important information on the left. that way it should still be clear at a glance what the card does.
Shop UX - In game
Reusing a material effect I made the shop elements simulate some movement.
SETTINGS
Settings - In game
I reused the same framework as I did in Playland but applied different visuals and removed elements that didn’t apply to this project.
EXTRA
Logo design
I had to do a lot of different sketches for this. I would show the team progress and based on their feedback, I would move forward.
Character animations
I was also tasked with doing the character design and animations. I ended up doing simple animations and that worked quite well.
Paper prototype
I was part of the paper prototype development for this project. We would document the whole process, noting down every change tested if it worked.
CLOSING WORDS
Lots of hats
Voraxis was such a fun project to work on, it was a true indie development experience with tons of teamwork and every week I was doing something different. I am so proud of everyone who worked on this, I know we actually made a good and fun game with a ton of passion.


