Website powered by

Nyaa-kuza!! - UX/UI design

Created by students from the University of Utah's EAE program, Catzooka Studios presents: Nyaa-kuza!! Nyaa-kuza!! is a narrative based fighting game where you play as an ex-yakuza cat, traveling through the outskirts of Japan in order to save your catnapped wife!
Available on Steam for PC, MacOS, and Linux.

UX/UI design by me.
UI artwork created by Dylan Young.
Background art created by Manny Herrera.
In-game sprite art by Ethan Carter and Many Herrera.
Particle effects created by Kerry Slay.

Final build menus

Early access to release rage bar redesign. The blue blended in too much with the colors of our game and I needed to find a more appropriate color to grab the player's attention.

Early access to release rage bar redesign. The blue blended in too much with the colors of our game and I needed to find a more appropriate color to grab the player's attention.

HUD design iterations. The design of the weapon inventory was my own, I realized the space I had originally taken up on the screen was too much and scaled it down once the asset was completed.

HUD design iterations. The design of the weapon inventory was my own, I realized the space I had originally taken up on the screen was too much and scaled it down once the asset was completed.

Dialogue design iterations. I went through many designs on this screen, originally I intended for the options buttons to look like the player character was saying the lines, but that was not how the design was being used, so I rearranged the hierarchy.

Dialogue design iterations. I went through many designs on this screen, originally I intended for the options buttons to look like the player character was saying the lines, but that was not how the design was being used, so I rearranged the hierarchy.

Map design iterations. The original art was simple, but as the finalized art came in the labels on the map required a background for readability.

Map design iterations. The original art was simple, but as the finalized art came in the labels on the map required a background for readability.

UI mood board. It was important to have the UI reflect our themes of Japanese cities, we leaned heavily on neon and on fighting game UX layouts for the final designs.

UI mood board. It was important to have the UI reflect our themes of Japanese cities, we leaned heavily on neon and on fighting game UX layouts for the final designs.