Aryan SinghGame UI/UX
Party Flying • 4P

A.R.F. SQUAD

I owned the moment‑to‑moment UX for a 4‑player split‑screen aerial party game: HUD, feedback, controller focus, and onboarding. Built for sofa‑distance readability and nonstop momentum in 90‑second rounds.

Role: Technical UI/UX Team: 10–13 Engine: Unity (Input System, TextMeshPro, URP) Platform: Local 4‑player (TV) Level Up ’25 The Buggy Room Studios ↗ View project ↗ itch.io ↗
Hero reel (30s): 4‑way split gameplay → sausage cut → boost meter → score tick → end‑round.

Quick Facts

Core LoopSlice rivals’ sausages with your propeller; protect your own. Longest link at time‑up wins.
Round Length~90 seconds; countdown announcer; fast rematch loop.
Key SystemsBoost (short, tactical); Kibble pickups (refill); Wind areas (push); Collision leniency to keep momentum.
AudienceCouch multiplayer; family‑friendly; “Goofy, Party, Fun!” tone.

Problem → Goals → Constraints

Problem

Make 4‑way split‑screen air combat instantly readable on a living‑room TV—without weapons—so new players grasp cut/boost quickly.

Goals

  • Clarity at a glance: sausage length, boost, rival direction, round clock.
  • Constant momentum: no dead‑ends; short boosts with legible cues.
  • Party vibe: toy‑box UI language; bold feedback.

Constraints

  • 4‑player split on single TV (sofa distance readability).
  • Short, hype rounds with clear end‑state.
  • Non‑violent aesthetic; dogs + toys theme.

HUD Overview

Split-screen HUD layout overview
Per‑player HUD in quadrant: Boost bone (bottom‑left), Sausage score, Rival indicator near plane, and Round clock.
Animated boost meter states
Implemented Boost meter logic (ready→use→cooldown), wired to gameplay; added arc + label after players missed cooldown.
Bone gauge drains on use Kibble pickup +25% Cooldown arc sweep
Sausage score gain and loss animation
Sausage score: implemented gain/loss UI & animation; glance‑compare progress vs. rivals.
World-space rival indicator cues
Rival indicators & arrows (world‑space UI) reduce camera search; tuned placement near reticle.
Round timer user interface
Round clock: implemented in‑game time UI with clear countdown and end‑round cue.
Round end results screen
Explains “why I won/lost” in ≤15s.

Screens & Menus

Start Screen: Animated background; Start/Menu/Quit buttons with correct anchors & pivots for all screen sizes.
Audio Settings: 2D art for switches & volume sliders; full settings page integrated into menus.
Character Selection: Animated 2D buttons, controller navigation, 4‑player support, inverted/non‑inverted options, ready‑to‑play state.
Pause Menu: Implemented predictable focus/back behavior; no dead‑ends.
Win Screen: Dog dancing animation; end‑round clarity on victory conditions.
Lightning round UI art
Lightning Round: Art & UI for faster pacing moments.

Wireframes & Flow

Wireframe from main menu to character select to start game
Wireframe sequence: Main Menu → Character Select → Start Game. Anchors/pivots verified for multiple aspect ratios.
HUD wireframe layout for four players
HUD wireframe: Boost bone, Sausage score, Rival indicator, Timer across 4 quadrants.

Animation & 2D Art

Sausage link gain and loss animation
Sausage: Art + Gain/loss animation + UI tick for cutting; readable at split‑screen scale.
Lightree environmental pacing animation
Lightree animation: Environmental light/tree effect used to signal pacing (Lightning/Lightree pass).
Volume slider UI states
Sliders: 2D art + interactive volume sliders; consistent states (default/hover/pressed/disabled).
Settings switches interaction
Switches: 2D toggle components designed for legibility; anchors/pivots tested on multiple aspect ratios.
Dog facial animation: Unity animation for faces/tongues; playful feedback aligned with tone.
Dog paw reward icon
Dog paw: Reward icon for completing rounds; used in onboarding and end‑round FX.

Implementation (Unity)

Unity canvas settings configuration
Canvas: Screen Space — Overlay; reference res 1920×1080; Scale With Screen Size (match 0.5).
Unity prefab hierarchy for HUD
Prefabs: HUD_Root → ScoreWidget · SausageMeter · BoostMeter · Reticle.
Animator state machine for HUD feedback
Animator/state graph for Boost (Ready/Cooldown), Score tick, Focus.

Key Systems Implemented

  • Menus & Canvases — Start/Menu/Quit, Audio settings, Pause; anchors/pivots for all screen sizes.
  • Unity Input System — controller mapping, 4‑player support, reliable confirm/cancel and navigation.
  • HUD — Boost meter, Sausage score, Rival indicator (world‑space), Round clock.
  • Animation — Dog faces/tongues; gain/loss sausage animation; animated 2D buttons.

Gameplay Links

  • Score/End‑round — updates scoreboard; clear results screen.
  • Boost & Pickups — Boost fuel/cooldown; Kibble pickups refill; world feedback.
  • Lightning Round — visual & UI cues for pacing shift.

Onboarding Flow

Join‑in → character select → tutorial overlay → “3, 2, 1 — fly high!”.
Development progress (1→3→6 months → final): a single stitched MP4 showing the evolution of handling, HUD readability, menu flows, and overall polish across milestones.

Results & Next

What improved

  • Faster first‑cut execution and intentional boost usage.
  • No controller focus traps; predictable back paths.
  • HUD readability holds during high‑motion moments.

Next sprint (if extended)

  • Color‑blind safe palettes & accessibility toggle.
  • Telemetry: time‑in‑lead, encounter frequency, boost uptime.
  • Assist options & tuned haptics; reticle A/B test.

All clips loop silently for quick scanning; ping me for source files or deeper Unity breakdowns.