UX · UI Design Case Study · 2024

ChromaShifter

Mobile Action Platformer · Ghost of Tsushima × Bleach

A mobile game UI where oil paint pigments are weapons, shields, and the fabric of reality. Every mechanic born from a classical oil painter's sacred twelve-color palette.

60+
Components Designed
12
Pigment Mechanics
8
Gamers Tested
ROLE
Lead UX/UI Designer
PLATFORM
iOS · Android · PC
TOOLS
Figma · Cursor AI · Procreate
YEAR
2024
00 — Overview

An ink-wash combat language for mobile.

ChromaShifter is a concept for a mobile action game where combat revolves around hue-shifting your character's ink signature — each color family unlocking different elemental attacks. The design challenge was building a HUD and menu system that felt cinematic and readable under fast gameplay.

The visual direction fuses two reference worlds: the spare, ink-washed landscapes of Ghost of Tsushima, and the high-contrast panel compositions of Tite Kubo's Bleach manga. The result is a design language that reads as simultaneously ancient and kinetic.

ChromaShifter v1.0
01 — The Problem

Mobile game UIs fail in two directions.

They clutter the viewport with HUD elements the player can't process during action, or they strip so much back that vital feedback disappears. The brief: design a HUD that conveys color state, health, and ability cooldowns with zero reading friction — and that survives players with deuteranopia or protanopia.

The Failure Modes
  • Too much HUD → cognitive overload during action
  • Color-only feedback → fails colorblind players
  • Generic mobile patterns → breaks game immersion
  • No hierarchy → player loses critical info
The Brief
  • 3 persistent HUD elements maximum
  • Every signal needs shape + color redundancy
  • Ink-wash aesthetic must survive fast gameplay
  • WCAG AA contrast on all interactive elements
02 — Design Process

Four phases from research to validation.

01RESEARCH

Competitive Analysis

Studied 12 mobile action games. Mapped every HUD failure mode. Benchmarked Ghost of Tsushima and Bleach mobile for visual language reference points.

02VISUAL LANGUAGE

Ink-Wash Aesthetic Development

40+ Procreate sketches defining the glyph vocabulary. Established the five elemental color families: Crimson, Void, Jade, Amber, and Frost.

03COMPONENT DESIGN

60+ Component Library

Full Figma component system — HUD elements, menus, character select, ability cards. Variable tokens driving the 5-state color family system.

04VALIDATION

Prototype & User Testing

Interactive Figma prototype (80+ screens). Tested with 8 gamers across 3 accessibility profiles. 40% improvement in HUD readability vs baseline.

03 — Key Screens

From title screen to mid-combat HUD.

All screens built as CSS art — representative of the Figma prototype's visual direction.

CHROMASHIFTER
NEW GAME  ·  CONTINUE  ·  SETTINGS
v1.0.0
Screen A — Title / Main Menu
HP
EN
CHR
×47
Screen B — Mid-Combat HUD
Elemental Color Families
🔥
Crimson
Ignite
Sear
Cinder
Void
Drain
Veil
Erase
🌿
Jade
Bind
Bloom
Root
Amber
Surge
Echo
Mark
❄️
Frost
Freeze
Shard
Mist
Screen C — Elemental Color Families
04 — Color System

The Sacred 12 — mechanics as palette.

Every UI color maps directly to a real oil paint pigment from the designer's studio palette. The game's HUD is the painter's palette — when you run out of Cadmium Red, your attack indicator drains red.

Titanium White
#F4F0E8
Cad Lemon
#F4E040
Indian Yellow
#E8A030
Cad Orange
#E86A20
Cad Red Light
#E8382A
Cad Red Deep
#A0241A
Quin Magenta
#C0186A
Trans Red Iron
#A8501A
Raw Sienna
#A8681A
Viridian
#3A8A58
Kings Blue
#3060C8
Ultramarine
#1A2898

Don's actual oil painting palette — no Yellow Ochre, no Black. Alla prima technique, brush-only measurement.

05 — Key Insights

What the design taught me.

Domain expertise is a design superpower

Classical oil painting knowledge informed every mechanic decision in ways no user research could replace. The HUD feels intuitive because it mirrors a real painter's mental model.

Complexity must feel earned, not given

Players unlock pigments progressively. The HUD starts with 3 slots, expands to 12. Every visual element scaled with player mastery.

Manga taught me negative space

Bleach's visual language — explosive action against stark white voids — directly inspired ChromaShifter's UI philosophy. Maximum contrast. Every element earns its place or it doesn't exist.

The ink wash principle

Ghost of Tsushima uses atmospheric depth through layers, not detail. ChromaShifter's UI follows the same rule: background elements breathe, foreground elements demand immediate attention.

See the full prototype.

80+ screens. Full navigation flows. Ability animations. Accessibility variant overlays. Available on request for hiring managers and studio art directors.

Request Prototype Access →← Back to All Work