← UI & UX studies

UI & UX / Farming game concept

Hearthwild.

I designed a cozy farming interface around everyday rituals: tending a small farm, making useful things, meeting neighbors, and finding a place in the village.

My work Flows · Wireframes · UI & visual design

Figma 16 game screens · Personal concept

The design decisions

Built around a slower rhythm.

Hearthwild pairs a sunlit farming world with interfaces that feel at home in it. Each screen starts with the task, then gives the artwork enough room to support it.

Keep the farm in view

A compact toolbelt, small status indicators, and a quiet request tracker leave space for the world and the player’s next action.

Objects with a purpose

A hand-held journal, farm records, cloth labels, and carved buttons give the controls a physical character. Artwork is fitted around editable text and usable content areas.

One world, different tasks

Shared pixel scale, warm materials, and consistent controls connect the screens. Layouts change with the activity, from a conversation to a two-inventory transfer.

Personal game UI concept. This selection shows 16 finished scenes and their matching grayscale wireframes. The Figma file also includes six additional wireframes awaiting visual development. Editable interface elements sit over separately generated, art-directed illustrations; these are design mockups, not a released game.

Explore in Figma

Wireframes & flows.

Editable UI-only wireframes, organized in the same sequence as the finished mocks. The preview is open to view.

Explore in Figma

The finished screens.

The 16 finished screens, with editable UI and separate illustrated artwork. The preview is open to view.