Senior UX Designer @ ProAg

Deep Space Tavern - Designing the Interface and UX for the PC game

Date

2023-2024

Service

Videogame UI/UX

Company

World Away Games

Overview

I recently had the unique opportunity to co-design Deep Space Tavern, an indie video game released on Steam, alongside London-based developer Nick McKenzie. What started as a simple request for UI assets turned into a true creative partnership as we worked together to bring this game to life.

Nick initially reached out for assistance with interface elements and UX design. But as we began collaborating, our work evolved from a transactional hand-off of assets to an immersive co-design experience. Through countless calls, shared ideas, and feedback across time zones, we crafted not only the UI but also the gameplay elements, shaping the experience to be something Nick felt proud to release and that aligned closely with his vision.

What I thought would be a small little project turned into something much, much larger.
Trello was a necessity to keep things moving across the Atlantic.

Designing the User Interface and Game Experience

One of the biggest joys of working on Deep Space Tavern was the chance to push past conventional UI patterns and explore unique interactions suited to an alien bar in deep space. In a game environment, interface design is about more than just creating attractive screens—it’s about enhancing gameplay and ensuring that players have fun navigating the experience.

I worked closely with Nick to develop interface elements that felt cohesive within the game’s universe, incorporating non-standard UI interactions that encouraged exploration and immersion. Every detail, from button animations to navigation flows, was designed to support the narrative and make the game feel intuitive and engaging.

A collection of UI elements I created for Deep Space Tavern.

Reflection

Working with World Away Games presented its own set of challenges. Integrating assets into a game engine, balancing usability with aesthetic appeal, and managing feedback against what was possible was more difficult than I had surmised. Each step provided a new perspective on interactive design and forced me to think differently about how users engage with digital environments.

This project was a reminder of how much I love pushing beyond my comfort zone. I’m always on the lookout for projects that test my skills, inspire creativity, and allow me to explore new design challenges. Working on Deep Space Tavern was a fantastic opportunity to do just that, and I’m excited to showcase a few examples of the UI work I created for the game here.

Other work