Interface Concepts: Loot Panel
I made a lootbox panel concept for a hypothetical Xbox game with a strong fantasy feel. Interface textures are handpainted in Photoshop. (While I have no problem sourcing textures, for this exercise I chose to paint from scratch.) I wanted to evoke a fancy carved wooden chest with metal-and-gemmed rivets and leather straps.
Controls: I tried to pick a configuration of Xbox360 controls which matched the game controller. If you turn the controller 45 degrees to the left, the top left button is the yellow, the top right is the red, and so on. I wanted to keep the loot and loot all buttons grouped together. Left and right shoulder buttons scroll between pages of multiple items. Button text is lighter if there is a page to proceed or return to. The control stick can be used to move the selector bar up and down.
The info box contains stats, but I thought you could hit the blue X button to cycle through as many info panels as possible. Pertinent stats would be first, followed by flavour text.
The selector bar (in gold, with light grey highlighted background) moves up and down with either of the thumbsticks. Pressing down on the thumbstick after reaching the bottom item should take you to the next panel of items in the lootbox automatically.
Icons: Dragonsblood Potion, Runed Axe, Leather Helm, Currant Bun (My choice to decide what icons to paint. Painting the currant bun made me hungry.)
View the component slices: tiling sides, corners, backgrounds, etc.
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