Silent Hill Origins

UX/UI design
The goal was to remaster Silent Hill Origins for touchscreen mobile devices, freshening up this prequel from its original 2007 PlayStation Portable release and subsequent PlayStation 2 port. Several objectives were established for the user experience and interface overhaul:

• Reconfigure movement input to touchscreen
• Implement a combat targeting system and ammunition counter
• Add input prompts to clarify contextual interactions
• Design a new in-game menu system
• Articulate a visual aesthetic consistent with recent work in the franchise


Movement

Without a physical controller, player input controls needed to be completed redesigned. A virtual analogue stick facilitates movement, appearing where the user presses their left thumb to the screen. The original game required pressing a button to run/walk, but here the intensity with which the player moves the analogue stick determines the character's pace. Map controls have been adapted for touch, as well, allowing for intuitive navigation with swipes and pinches.

Combat

One of the main frustrations of the original release was the rudimentary combat, which lacked a meaningful interface. The remaster adds the ability to tap directly onto an enemy to target them, visualized with a small ringed node. Showing firearm reticles improves the experience by communicating where the user's attacks will go. Finally, implementing an ammunition counter on screen equips players with important information that previously required accessing the menu screen.

Contextual Prompts

One of the most urgent issues to address is the lack of input prompts in the game, particularly for contextual actions like picking an item up or applying an item to an environment. Now, whenever an interaction presents itself, such as the opportunity to pick up a health drink, a ringed node appears. As the player approaches the item, the ring collapses into the node until an interaction icon appears. Items collected are displayed as cards on the right side of the screen that can be tapped to view the item or swiped to dismiss. This is a significant change to the game's experience as the player is no longer forced to pause when picking up an item.

Furthermore, the additional of a contextual item menu facilitates interaction with puzzles without the need to open the supplies menu. A scrolling list of available items is presented that can easily be tapped for use in the context at hand.

In-Game Menu

Perhaps the most dramatic change to the game is the in-game supplies menu, which has been completely re-imagined. Gone is the skeuomorphic approach of the original design in favor of a simpler background and layout. Items are kept in a neat scrolling list at right, with options for interaction displayed at center. A minor improvement: equipped weapons are noted on the status field.

Aesthetic Direction

With so many additions to the design, new styling was needed. The approach here was to lean into the aesthetic direction established by the most recent installments of the Silent Hill franchise. A new word mark was illustrated for the game, as well as app icon based on the occult items featured in the game. The typography is based on Silent Hill 2, mimicking that game's simple approach to hierarchy and style. Careful consideration was given to the color palette and textures, as the interface elements are superimposed on varied real-time graphics.