MAHOU

Visualizing a magical girl horror, stylized 3D-RPG through designing and programming technical UI.
MAHOU Thumbnail

Project Info

My Role:

  • Design player-facing interfaces & visuals for game's menus & HUD

  • 3D-model game environment, character, inventory, & other visuals

  • Program player interaction scripts (C#) and motion animations

Design Goals:

  • Enhance immersion & world-building of the "magical girl horror" genre

  • Ensure ease of navigation, mechanics use, & visual accessibility standards

Show Details

Brainstorm & Ideation

From 0-to-1: Designing a "Magical Girl Survival Horror" Game

Step 1: What is "Magical Girl Survival Horror"?
Concept Moodboard
Step 2: Imagining core gameplay mechanics
Brainstorm Map
Step 3: Planning Interaction Flows & Content
Interaction Flow

Core UI Features

Stylish & Intuitive Navigation Menus

Pause Menu

The pause menu features an image of the player character spinning atop their transformation compact like a music box, referencing the game's motifs of childhood nostalgia and the player character's doll-like qualities and predicament throughout the game's story.

Options Menu

Playing off the star compact seen in the pause menu, the settings options are displayed on the battery cover at the bottom of the compact, emulating the idea of tinkering the transformation compact's mechanics.

Display Settings

Pause Menu V.1

Pause Menu Sketch 1

Pause Menu V.2

Pause Menu Sketch 2

Options Menu

Settings Menu Sketch

HUD: Level Exploration & Combat

The HUD's primary function is to show the player the essential info needed to complete the current level, while also keeping the display area blocked by the interface to a minimum for the player to easily spot incoming enemies or interactable items & puzzles. I created two versions of the HUD: exploration mode and combat mode, as well as UI elements for picking up items in the game environment.

HUD Exploration Mode
HUD Combat Mode

HUD V.1 - Compass Mini-Map

HUD Sketch 2

HUD V.2 - Winged Pendant Mini-Map

HUD Sketch 1

HUD V.3 - Celestial Globe Mini-Map

HUD Sketch 3

HUD V.4 - Star Compact Mini-Map

HUD Sketch 4

Inventory Grid System

One of the core gameplay mechanics is a limited inventory system. The player's inventory space is limited by a grid system & item type categorization. System constraints were also created to help guide the player and prevent user error. When the player tries to move an item into the wrong compartment or is overlapping space with another item, the selected interface will highlight red and constrain the player from incorrectly placing the item there.

Inventory Item Selected
Moving Items - Incorrect Fit

Takeaways

Understanding Game Concept & Mechanics for UX — Although MAHOU is a concept UI project, I quickly realized that I also needed to design the game's core mechanics and story (i.e. play the role of a game designer) in order to create a basis for the UX/UI. It's essential to have a clear understanding of the game designer's intentions for each interaction and screen so that I can ensure my UX/UI designs will properly and intuitively navigate the player through the game as intended.


Combining UX Practices & UI Artistry — MAHOU's unique art style is a major contributor to the game's overall immersion and world-building. I wanted to ensure that throughout the entire game, even when the game is paused or is configuring settings, the player remains immersed in the story of MAHOU until they physically exit out of the game. I wanted to design visually-stunning interfaces for MAHOU without compromising on best UX practices. So each screen was thoughtfully designed to ensure adherence to UX design principles such as visual accessibility standards, ease of navigation, intuitive information architecture, and more.

All Illustrations & UI Assets © Chelsea Mai. All rights reserved.

Model Credits

Thanks for stopping by!
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Reach me at: cm.chelseamai@gmail.com
© 2025 CHELSEA MAI