IN THE BLACK

In The Black (formerly Starfighter, INC.)
Hardcore Space combat game by Impeller Studios
UI/HUD Design/Animation, Main Logo Design, and Website design by me!

Title Screen Design
Also composed a theme song for this page, which you can listen to here: https://soundcloud.com/rickyelliott/in-the-black-main-theme

Title Screen Design
Also composed a theme song for this page, which you can listen to here: https://soundcloud.com/rickyelliott/in-the-black-main-theme

Early animation test for accessing the contract portal terminal

Contract Portal terminal. This is how pilots would access matches as 'contracts' they could sign up for. Pilots also could customize their loadout for their ship here before deploying, accessing different pre-built configurations as well.

Contract Portal terminal. This is how pilots would access matches as 'contracts' they could sign up for. Pilots also could customize their loadout for their ship here before deploying, accessing different pre-built configurations as well.

Test animation showing the hover state when moving your cursor between tabs.

An alternate contract portal design. This one had a lot of negative space that wasn't being utilized well, and there was just more info we wanted available for the ship queue section, so it was redesigned as a vertical module.

An alternate contract portal design. This one had a lot of negative space that wasn't being utilized well, and there was just more info we wanted available for the ship queue section, so it was redesigned as a vertical module.

Early animation test showing the transition between the contract portal page and the loading screen.

Loading screen
Shows info about the pilot's selected ship loadout, objectives, and live drone feed of the location.

Loading screen
Shows info about the pilot's selected ship loadout, objectives, and live drone feed of the location.

Drone Eye UI
This was the overlay designed for the player spectator cam, showing a drone's live feed of both allied and enemy ships after the pilot's ejection/destruction.

Drone Eye UI
This was the overlay designed for the player spectator cam, showing a drone's live feed of both allied and enemy ships after the pilot's ejection/destruction.

An example of Drone Eye in action

An example of Drone Eye in action

Systems Status page. This was one of the first designs I started on for the game, and went through several iterations before landing on this. Like other aspects of the game, this screen always required a large amount of information. Incredibly dense.

Systems Status page. This was one of the first designs I started on for the game, and went through several iterations before landing on this. Like other aspects of the game, this screen always required a large amount of information. Incredibly dense.

An example of viewing an enemy's systems status. Pilots with the right equipment and scanning level could access enemy ship's systems status and see their strengths/weaknesses.

An example of viewing an enemy's systems status. Pilots with the right equipment and scanning level could access enemy ship's systems status and see their strengths/weaknesses.

An example of looking at an allied ship's systems status.

An example of looking at an allied ship's systems status.

Pilot Terminal - Store
This was the landing page when accessing the terminal. This is where pilots would go to access new ships, upgrades, and supplies.

Pilot Terminal - Store
This was the landing page when accessing the terminal. This is where pilots would go to access new ships, upgrades, and supplies.

Pilot Profile

Pilot Profile