SCREEN TIME!

SCREEN TIME!

SCREEN TIME!

Team

TOjam Team 'Witchfield'

My Role

UI Designer, Artist

Tools

Unity, Clip Studio Paint

Date

Summer 2025

Team

TOjam Team 'Witchfield'

My Role

UI Designer, Artist

Tools

Unity, Clip Studio Paint

Date

Summer 2025

Team

TOjam Team 'Witchfield'

My Role

UI Designer, Artist

Tools

Unity, Clip Studio Paint

Date

Summer 2025

KEY POINTS

  • Responsible for Screen Time's UI paper prototypes and UI art. Worked closely with programmers to ensure UI functioned as planned and was readable.

  • Primary artist who led the team in terms of visual design. Leveraged skills to develop meaningful atmosphere for an otherwise short experience.

KEY POINTS

  • Responsible for Screen Time's UI paper prototypes and UI art. Worked closely with programmers to ensure UI functioned as planned and was readable.

  • Primary artist who led the team in terms of visual design. Leveraged skills to develop meaningful atmosphere for an otherwise short experience.

KEY POINTS

  • Responsible for Screen Time's UI paper prototypes and UI art. Worked closely with programmers to ensure UI functioned as planned and was readable.

  • Primary artist who led the team in terms of visual design. Leveraged skills to develop meaningful atmosphere for an otherwise short experience.

OVERVIEW

Created for TOjam 2025, Screen Time! Is a game about too many notifications, and not enough sleep. Deal with incoming messages as quickly as possible, before you start to lose sleep!

OVERVIEW

Created for TOjam 2025, Screen Time! Is a game about too many notifications, and not enough sleep. Deal with incoming messages as quickly as possible, before you start to lose sleep!

OVERVIEW

Created for TOjam 2025, Screen Time! Is a game about too many notifications, and not enough sleep. Deal with incoming messages as quickly as possible, before you start to lose sleep!

DESIGN PROCESS

DESIGN PROCESS

DESIGN PROCESS

Made in just 60 hours, SCREEN TIME! Was made in response to the theme, "the more you have, the worse it gets". Because of the short time frame, our team had to consistently make snap judgements. There was no room for hesitation, and we needed to trust one another!

After a long discussion that helped solidify our direction, I developed one sketch that helped guide the whole project. This helped my team agree on the perspective of the camera and method of player interaction, and ensured we all had the same mental model of the game we were creating.

Screen Time! Features 3 primary UI designs for each of the 3 apps the player is asked to manage: the messenger app, the email app, and the social media app (which we called 'branches'). It was important that each app was immediately understandable, but also clearly different. In order to make it as clear as possible, I used different colour schemes and icons for each.

One benefit to my background in visual arts was my ability to make very quick mockup sketches for the other members of my team who were working on the functionality and implementation of the UI elements I was creating. Sharing information like this drastically improved our ability to work independently.

FIND IT HERE ON ITCH.IO!

FIND IT HERE
ON ITCH.IO!