Tuesday 2012.11.06

Hologrammar

We’ve been using a lot of placeholder information design, iconography and UI design in the game – and today Quynh and I finally had time to start moving towards a cohesive structure for how these things are going to look and work. We want to reference real-world synth tools, but keep it fresh and distinct in the FRACT universe/lore. Here’s an early peek.

2012.11.06.icons01

2012.11.06.icons03

2012.11.06.icons04

- Richard