ComboCrush is a 2D action platformer where you must perform skateboarding tricks and combos, impressing your audience. Featuring a street-graffiti aesthetic inspired by Jet Set Radio and Bomb Rush Cyberfunk, ComboCrush takes players back to the early 2000s era of skateboarding. The game is divided into distinct daytime and nighttime sections, each featuring their own objective. During the day, players must simply get 1 million points, while at night, must reach the underground tunnel and escape the level before time runs out. At both day and night, players must build up their audience’s Hype to get more points while performing tricks and combos.
This is a selection of the UI systems that I created for ComboCrush, designed in Photoshop. I designed game-ready assets for the Hype Meter, Day/Night Transitions, and TV, helping make players feel like they are part of a TV broadcast from the early 2000s.
HYPE METER
Meter displaying the current amount of Hype a player has. Hype gets built up through continuously performing tricks and combos, where the longer players perform tricks in the air without touching the ground, the Hype value increases. Once the Hype reaches its maximum, players can activate HYPE TIME, where a multiplier gets temporarily added to the amount of points they earn while doing tricks and combos.
SEE IT IN ACTION!
TV UI
As players build up their Hype, the image of the TV changes to indicate the amount of hype the audience has. Slider’s (the main character) expression gradually changes from crossed arms to fist pumping in the air, with more and more audience members getting added as Hype reaches closer to its maximum and HYPE TIME is ready.
SUN/MOON ICONS
UI images indicating the time of day, featuring a Yin-Yang inspired design. The Sun and Moon icons are used for the Day and Night levels respectively.
DAY/NIGHT TRANSITION SCREENS
Transition screens indicating the time of day is changing from Day to Night, and Vice versa. These screens transition directly into the beginning of each level, after the loading screen. The transition screens get animated in Unity using the external LeanTween package.