This page will showcase the work that I have done for my 5th group project, which is where we as a group designed and created a game called Airlock, which is a sci-fi brawler similar to that of Super Smash Bros, but set in space. Here you will see the design work that I did for the group, such as logo design, main menu design and pause menu design.
This project was created to develop a unique and original video game known as Airlock this game was an idea from the game design teacher and it is our job to help bring the teachers idea into fluition. This game in a sci-fi, brawler game that will be realeased on Steam. If the game does well it will also help with us finding jobs in the future as it will be put on our website porfolios.
Logo design was a very important role as it's what gave the game an image and a bit of an understanding of what the game could be about. Creating the right logo was quite difficult as I wanted to incorporate an airlock in some sense into the logo design but getting the right sense of the airlock was quite difficult as you can see in some of my logo designs I just incorporated an image of an airlock but the team didn't like it so we incorporated the motion of an airlock instead. As you can see at the end of the slide the letters being sucked in black as that is what happens when an airlock is opened and we thought that went well with the logo design. I used the Ink Bot Design website to help give me tips on how to create an efficient logo. (Crawford, S, 2025)
This is the main menu design for the airlock that we came up with. As you can see, it is the final logo design, I added some new elements such as the press start button and the cog wheel to the top right. The cog wheel in the top right is what will make the settings accessible to the user. The press start icon is new and helps to give the audience an understanding of how to start the game. Game Developer was a big help when it came to designing the main menu. I remembered it talked about how it's important for main menus to feel alive and interactive, and so we tried to incorporate that into the main menu by letting the buttons light up when hovered over. Both LinkedIn websites were also a great help, as the tips on effective game menus and how to enhance the user's experience were very useful. (Pears, M, 2016), (Linkedin, 2025), (Linkedin, 2025)
This is the pause menu that has been designed for the game. The main goal was to make the pause menu seem futuristic as futuristic as possible, considering this was a sci-fi game. Originally, I used simple blue buttons and added colour to the writing, but the group didn't like the concept. We decided as a group that we wanted the pause menu to have a faded style of bright blue to help make this seem more sci-fi-like. We also chose a style of typography that we believed helped to make the writing seem more futuristic. There will also be an element added to this pause menu where, if you hover over the pause menu buttons, resume, settings, main menu and quit, the buttons will be highlighted to help make the buttons seem more holographic and also more futuristic. I used the Wayline website to help give me tips on how to design a pause menu. One of the quotes was "Dead Space stands as a prime example of masterful diegetic design." That is why Dead Space is one of the key inspirations for the menu design. (Wayline, 2025)
Idea Development: Logos
Main Menu
Pause Menu
Settings