A recurring pattern in Star Wars is the hero’s journey from obscurity into freedom fighter before being tempted by the dark side. Cal Kestis has experienced loss and acquired great power, and I imagine will be tempted to use his powers like Anakin, Luke, and Rey. The interface reflects this through the use of color and the addition of mechanical motifs.
A recurring pattern in Star Wars is the hero’s journey from obscurity into freedom fighter before being tempted by the dark side. Cal Kestis has experienced loss and acquired great power, and I imagine will be tempted to use his powers like Anakin, Luke, and Rey. The interface reflects this through the use of color and the addition of mechanical motifs.
When the game is paused the player is greeted with a radial navigation menu. Instead of changing tabs with bumpers, the right stick is used to summon the navigation. This is designed to be a faster and less confusing than cycling through menus. Menus that are related, like Databank and Tactical Guide, are visually linked by a smaller ring.
I liked the cosmic skill tree in Final Fantasy VII: Remake, but I felt it didn't execute the concept as well as it could have. The space motif naturally fits into Star Wars, and the player's journey through the skill tree reflects their journey through the stars. Related skills are grouped into solar systems, with the star representing the initial skill. The player's skill increases as they ignite more planets, and certain planets connect to other skill solar systems via wormholes.
The pause menu uses a layout familiar to players of the first two games. A stylized icon rests just behind the title of the menu. Instead of using bumpers to change tabs, the right stick is used to summon the radial navigation menu.
All text is aligned to a baseline grid to improve legibility and visual appeal.
I personally get lost in Settings menus, so I thought that need might make a great accessibility feature: a voice search. To add visual interest as the game processes the audio used in the search, Aurebesh characters are translated into the player's language.
I was inspired by BD-1's rear light display when I was designing the databank notification (which would similarly be a good place to show notifications in universe). I created an animated material to give the display a "Lucasfilm Shimmer" that can be seen on the Lucasfilm logo or many of the droids in the Star Wars Universe.
Interface controls are animated and reflect the current input of the controller.
Assuming the game allows the player to pick between the light and the dark sides, a new widget is displayed next to the skill point widget. This widget tracks the player's actions and decisions, which would affect the types of skills that can be learned and the outcome of the game story. It is designed to mirror the interface seen in Episode IV that shows the amount of time remaining until the Death Star can fire on the moonbase: the more evil the player, the closer the Death Star gets.
The colors are a metaphor for Cal's inner state. Darkness is everywhere, and small splashes of angry red dominate other elements. However, a subtle green tint hints that all might not be lost for Cal.
I selected Albertus as the header font because it feels like a hybrid between ITC Serif Gothic (used in the sequel trilogy and earlier Jedi games) and Trajan (used as titles in the prequel trilogy and Jedi series).
Plus Jakarta Sans is used for smaller text and menu items. I felt this font gives the 80's feel of ITC Serif Gothic but is more suitable for reading large amounts of text.
Classic Star Wars fonts Droidobesh and Almost There are used for decorative purposes and for numerals respectively.