Bachelor:
Circus Limbo

For my bachelor thesis I created a prototype of a video game called “Circus Limbo”, with a special focus set on the topic of user experience and interface. The main issue I had with most video games was that UX and UI often takes a backseat in development. I strove to find a way to pull it to the forefront of the video game, incorporating gameplay and story into what is usually a simple GUI. This was done in the form of an interactive Figma prototype, representing a cross section of the game.

UX / UI as part of the game

In order to make the User Interface an integral and immersive part of the game, it has to be “diegetic”, meaning it must exist within the video game world and make sense for the characters as well as the player themselves*
In order to achieve this, the inventory system as well as other tools which are usually conveyed through GUI overlays have to be redesigned and set in the world.
This was achieved by making these overlays into real tools the player can find, thereby making the user interface part of the game and the main way of player and character growth.

Inventory System

Map

Journal

Saving

Menus as part of the game

A more difficult problem arose in the aspect of video game menus. While many of the different types of menus were transferred into in game tools, like the map or journal, some are inherently apart of the game world, such as the settings or pause menu.
The solution here was to change their graphical design to reflect decisions the player made in the game. The player starts of with a neutral looking menu design, but depending on if the choices they made were egoistic or altruistic, siding with either one of the circus factions, the menu design changes to reflect that.

Neutral Menu

Positive Menu

Negative Menu

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Banu