Overview
The UI in Journey of the Gnomes is fully integrated into the game’s narrative and visual theme. Designed to resemble pages of a well-worn traveler’s journal, the UI maintains a diegetic approach—where menu elements appear as in-world objects like handwritten notes, sketched icons, tabs, and clippings.
All menus are optimised for both controller and keyboard/mouse navigation, with an emphasis on accessibility, clarity, and thematic consistency.
HUD
HUD (Heads-Up Display)
Minimal HUD to retain immersion:
Health:
Shield:
- Magic:
Visual Composition
Each level includes:
Multi-layered parallax backgrounds (minimum of 3 layers):
Background (e.g., distant mountains, sky)
Midground (e.g., trees, clouds, large terrain features)
Interactive/Gameplay layer (e.g., platforms, hazards, NPCs)
Foreground decoration layers for immersion and depth (e.g., tall grass, lighting filters)
Animated environmental elements including:
Particle effects (falling leaves, pollen, spores, fireflies)
Weather systems (rain, mist, snow, wind streaks)
Interactive animations (swaying foliage, destructible objects, moving platforms)
Biome Diversity
Each biome’s variants include alterations in:
Lighting and color grading
Level geometry/layout complexity
Obstacle/enemy placements
Narrative set pieces or interactive lore objects
Environmental mechanics (e.g., sliding ice, sticky mud, wind gust platforms)
Progression and Unlocking
Levels within each biome are unlocked sequentially. Completing all variants in a biome unlocks access to the next biome. Each level contains collectible lore entries and hidden items that encourage exploration and replayability.
