Conflux: The Hereafter

Conflux: The Hereafter is an upcoming competitive MOBA that combines strategic gameplay, unique heroes, and immersive worldbuilding to create a fresh experience for both new and veteran players.

ROLE

Lead UI/UX Designer

TEAM

Convergence Studios

PLATFORM

PC/Console

YEAR

2023 - 2025

Hero

OVERVIEW

For Conflux: The Hereafter, I led the UI/UX design direction at Convergence Studios, helping shape the visual language and player experience for this in-development MOBA/Hero Shooter. The goal was to create a clean, intuitive interface that supported fast decision-making and felt welcoming to both new and veteran players.

CHARACTER SELECT

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APPROACH

Conflux: The Hereafter explored the space between hero shooters and MOBAs, blending fast-paced action with deeper strategic gameplay. The approach centered on creating systems that felt approachable yet flexible, giving players the freedom to experiment with different playstyles and shape characters around their preferred strategies. Supporting this through both gameplay and character storytelling helped create a more personal and engaging player experience.

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UX PROCESS

STEPS

The UX process for Conflux: The Hereafter began with mapping player journeys to better understand key interactions, such as joining and preparing for a match. From there, I conducted competitive analysis across similar games to identify familiar patterns, uncover opportunities for innovation, and better understand player expectations within the genre.

Using those insights, I explored iterative sketches for screens and character abilities before refining the direction through block frames and layout studies. This process helped establish a strong foundation for the UI, allowing the team to align early on both functionality and overall player experience.

PLAYER JOURNEY FOR MATCH MAKING

Flows

COMPETITIVE ANALYSIS

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SKETCHES

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BLOCK FRAMES FOR HUD AND CHARACTER SELECTION

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LOOK AND FEEL

Conflux leans into a clean, modern UI inspired by the readability-first approach often found in competitive shooters. White and teal elements layered through varying opacity helped create an interface that felt lightweight and intuitive, present when needed but never competing with the action.

Style Guide
UI Kit

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final screens

CHARACTER SELECT 

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HEADS UP DISPLAY

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