SNOTROCKET

GAME UI / UX

UI/UX Design | HUD | Menus | Interaction Design | Visual language | Implementation
SNOTROCKET

PROJECT SUMMARY

Duration

4 months

Team

13 full time, additional freelance & partners

Release

April 2026 PC

Friendslop Contagion

My Role(s)

UX Director

UI Designer & Programmer

Additional Game Design

Additional Art Direction

Tools

Figma

Unreal Engine 5

Krita

DaVinci Resolve

Diversion

SNOTROCKET

TRAILER

SNOTROCKET

UX / UI GOALS

Readability

“At a glance” philosphy. With SNOTROCKET being a friendslop game, I didn’t want the player to have to open many separate menus to access different information. I wanted it all on screen, so they don’t have to remember anything, if they are just jumping in with friends and thus inevitable skipping any onboarding to get in game faster. The difficulty was still keeping it readable instead of cluttered.

Simplicity

I wanted SNOTROCKET to be really easy to jump into and since our target group was 6-16 year olds, I also wanted it to be easy to play with limited reading skills. As a result, I wanted to keep the UI and user flows very simple.

Accessibility

With SNOTROCKET being aimed at 6-16 year olds, I expected to have to accommodate parents and grand parents too. The huge age span of potential players and extremely different levels of developed motor control or reading ability led to me making accessibility a big focus. I also knew, that a game like SNOTROCKET would inevitably land on handhelds, if it was successful. So accessibility features would double as future-proofing for when we ported to smaller screens or players opted to play it on the Steamdeck.

Hierarchy

The previous three goals made a very strict visual hierarchy important and a good starting point for building towards fulfilling all four.

Consistency

Like hierarchy, consistency is key for accomplishing goals one to three.