SIMULACRA
SERIES
SIMULACRA Series
SIMULACRA is a found phone horror series.
I worked on the first 3 titles in the series; SIMULACRA 1, SIMULACRA: Pipe Dreams and SIMULACRA 2
company
Kaigan Games
role
Game Artist
tools
Photoshop, Illustrator, After Effects
project includes
UI UX Design
Animation
Game Art
Branding
period
2016 - 2020
ACCOLADES
Game story
The SIMULACRA series is a spiritual successor to the first variation of the game (Sara is Missing) which started as an experiment using the phone interface as a storytelling device. The entire game mimics a phone and players have to discover story details by going through the phone aka the game.
The problem
Sara is Missing emulated an exact copy of an old IOS version which presented itself with some immersion problems. With the UI being too realistic, some players were taken aback by the game, with several even trying to reformat their whole phone.
Reviewing the issues
The first few months of the design process were figuring out issues that were frustrating for the players and what could be done to improve them while also conceptualising an entirely new interface that was easy to use without needing a tutorial.
Things that were identified that can be improved:
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The notification bar was too similar to usual phones players might not know which were in-game chats and which were real.
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There was no back button for ease of use.
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The similarities in app icon design were causing publication issues on IOS stores.
1. Notification bar
Since the old UI mimicked real phones, the notification bar was small and thin and did not have the space and flexibility to host some important information in the game.
My tweak was to extend the notification bar and flip it from top to bottom (like usual phones) to right to left so it still carries the familiarity of a swiping motion but it's a horizontal movement instead.
Not only does the bar act as a notification when pulled to the left the players can access their last used "APPS" for ease of use navigating within the space.
Sara is Missing notification bar compared to SIMULACRA 2
2. & 3. Back button and app icon shape
An essential tray was added to the bottom of the screen that houses a back button, home button and another contextual button that can be used to fit the game's needs are added and for future additional features.
The app icons shape was changed from a symmetrical rounded corner square to an asymmetrical square with a notch on the right corner to differentiate itself from other phone interfaces.
Understanding the platform
One of the more challenging aspects of designing for UI in SIMULACRA was trying to merge our familiar everyday apps and phone space with gamified elements like puzzles and story-moving plot points.
Moreover, unlike regular 3D horror games where jumpscares and characters can be hidden in the environment, SIMULACRA’s limited design space meant that we could not utilise these horror tropes. For this game, the environment is the phone and the phone is the UI. I had to plan out UI design and scare elements to play with one another.
Examples of gameplay and scare elements using the UI
Branding materials
Limited Run PS4 Illustration Cover
SIMULACRA 'Game of the Day' IOS Illustration
Directed SIMULACRA 2 intro sequence
Created SIMULACRA 1 title announcement in 3D blender
SIMULACRA 1
SIMULACRA: Pipe Dreams
SIMULACRA 2
Animation
Examples of animation work
Front end
Examples of main menu work