

Sovereign Soul - Game Design
-Anthony Mercier's Portfolio

UI/UX Design
Shows my familiarity with designing a player interface and menu systems. A scrollable gallery of images is below each option.
'Pizzaiolo' UI Mockup - V 0.1

A bit different from my usual, this is a mockup of a restaurant sim based on running a pizzeria. I used lighter colors and a very simplistic, bright approach to an easy UI, possibly aimed for a mobile release.
Bloodstone HUD V 0.1
This is the HUD design for one of my game concepts, Bloodstone, an action-adventure RPG where players swap between 3 unique elven characters as they progress through a wintry sky continent in a quest to reach beneath the earth.

Ignoring the background screenshot (that isn't mine), this features radial icons for the playable characters that are this sharp and focused during battle, but turn transparent outside of it or in friendly villages to allow players to experience more of the game. The character portraits will react to received damage, flashing a pained expression on their face and their portrait flashing red. The red meter represents their health, and the blue represents their mana. The bigger portrait is the active character, while the other two are the ally characters that can be swapped to at any time or controlled by another player.
Above that is the minimap, featuring a small section showing the time, the distance to the next objective, and the current active quest with a small description of what the player must do for their current highlighted quest. The minimap shows areas of interest with an orange marker and the player with the yellow marker, also showing their general line of sight. The upper corner of the map shows the current time and weather, a feature I'm currently debating with and perhaps thinking of a new way to show it.
I'll be making a small skill meter, sort of a 'limit break' along the lower part of the active character's portrait.
Legendlore: Main Menu V1.0
The first iteration of Legendlore's main menu. I created these in Figma and used Photoshop to create other assets, like the toolbars, background images, and menu icons. Making some small modifications, I started setting it up in Unity. See the progress video below.

Legendlore: Main Menu V2.0

Cleaned up the display. Moved menu icons to the top. Revamped the interface and character portraits.

Kept the menu icons at the top, switched to face the other way to keep in line with other menus. Switched icons to keep consistency. Remade category bar. Reevaluated controls.

Kept menu icons at top. Revolutionized with important info. Kept consistent facing and icons.

Cleaned up the display. Moved menu icons to the top. Revamped the interface and character portraits.
Half a year or so after finishing the first iteration, I revisited it with upgraded skills and a better understanding of Figma and Photoshop. I did new character art, reimagined the layout, moved the menu icons to the top, and created new assets to work with. I color coded character HUDs, switched to a consistent set of icons, kept the menu icons at the top in all submenus, and put new emphasis behind keeping everything consistent.














