Foques UI Project
In early 2025, I took part in an 8-week work experience programme at Norwich-based game studio TVM (The Vampire’s Manor), completing work as a UI designer.
I opted to design a dialogue selection system, and by the end of the placement had conceptualised and created a set of screens and 2D assets through which prospective players could read through NPC dialogue, choose responses, and also differentiate between speaking characters.
You can see some of my work, including my final pieces, example screens and preliminary work below.
Early Concepts and development

Early concept for a dialogue screen.

Early concept for a dialogue selection screen.

First rough drafts of dialogue wheel and selection arrow.

First rough draft of dialogue wheel.

Brief mockup of the initial dialogue wheel overlay.

Refining the dialogue wheel shape.

First concepts for text box decoration, and the first iteration of the ivory bust character marker concept.

Gold texture study.

An earlier render of some of the text box decoration.

A first render of the improved dialogue wheel, initially rendered completely in gold. This was then changed for readability.

A revised render of the dialogue wheel before the final product was developed, with softer/invisible outlines.

Initial quick concept sketch.
A concept animation I produced for the dialogue wheel design. I wanted my design choices to reflect central themes of the game and adhere to the environment, as well as the art direction I had been provided, and I felt a spinning compass would provide fun interactivity, whilst also reflecting the exploratory nature of the game.
Final Pieces

Final render of a compass-inspired dialogue wheel.

Close-up view and final render of ivory PC bust.

Final render of a "next" button, which could be rotated for use in a variety of settings.

Close up and final render of some text box decoration.

Final render of a blank text box, including my corner decorations.
Two mock-ups of potential dialogue screens, using all of my assets.