Vameon
dEmpire of Vampire
RPG Mobile Game
UI/UX
App Design
Art Direction
AI Integrated
2023-2025
dEmpire of Vampire is a modern gothic action RPG built around fast-paced combat, progression systems, and a dark, vampire-inspired universe. I joined Vameon in the early stages of the project as Art Director for the marketing and UI/HUD design of the game, shaping the interface and visual language from the ground up while the game itself was still taking form.
My role focused on defining and building the game’s UI and HUD ecosystem — from core interaction patterns and screen structures to a growing library of components, styles, and visual assets in Figma. The challenge was to create an interface that could carry a strong gothic atmosphere without sacrificing clarity, responsiveness, or scalability for a live, evolving product.
Beyond the core interface, I worked closely with designers, producers, and developers to translate gameplay systems into usable flows, iterate through usability feedback, and prepare UI assets ready for Unity integration. My involvement extended into feature ideation, UX improvements, animated demos, and visual direction for both in-game elements and marketing material, allowing the UI to remain tightly connected to the game’s world and mechanics.
Visuals shown are AI-assisted reinterpretations created for art direction and UI exploration, not final in-game assets
Gameplay HUD
Real-time interface for combat, abilities, and player status
Clan Selection
Clan and faction selection screens
Character Customisation
Visual customisation and appearance options
Character Profile
Character overview, stats, and progression details
Character Equipment
Equipment selection and customisation
Leaderboards
Tournament ranks and perks
Shop
In-game store, items, and currency screens
Progression Map
Location map and story progression
Design System
Production UI system & foundations
Visual Foundations
Core UI Components
Feature Modules
Visual Assets
Final State
By the end of production, dEmpire of Vampire had a fully defined UI and HUD structure spanning core screens, gameplay flows, and feature-specific modules.
The work consolidated visual foundations, reusable components, and systemised patterns into a single interface language that supported both active development and ongoing iteration.
© 2006–2026 Loris Stavrinides
Client and third-party work © respective copyright holders