Elysoria: Echoes of Ascension is a pixel-art RPG. I designed the front end and the character screen: main menu, load flow, the inventory and equipment layout, and the button states underneath all of it.
The art direction is ornate, hand-painted filigree over a pixel world, and the trap with that style is that the ornament starts eating the screen. So I gave every panel the same construction and then stopped adding: a bronze frame, a scrolled flourish centred on the top edge, filigree corners inside each button, and nothing else. The decoration lives on the edges, and the middle of every panel is left plain for the words.
Nothing here is a full-screen takeover. The menu panel occupies the left third and the world keeps playing behind it, the load list opens in the right two thirds without disturbing the panel that launched it, and the inventory is a single framed window with the world still visible around its border. The player never loses their place.
The type is a pixel face at a size that stays legible without hinting, set in warm cream on green so the contrast holds against a busy tileset. Every label is a plain verb: Play Game, Continue, Load Game, Save Game, Game Options, Exit. No icons standing in for words.
Scope
The interface is mine: the panel and frame system, the menu and load flows, the inventory and equipment layout, the type treatment and the button states on this page. The pixel-art world behind it, the tilesets, the buildings and the character sprites are the team's art, not mine. I designed on top of them.
Ornament that knows when to stop
A filigree style gives you an obvious way to make a screen look finished and a very easy way to make it unreadable. Every flourish you add is contrast you take away from the text sitting next to it.
The rule I settled on was that ornament marks edges and never crosses into content. Corners, frames and the flourish at the top of a panel are decorated. The interior of a button, the rows of a save list, the cells of an item table are flat. That is why the inventory screen can hold five tabs, ten category icons, a five-column table, two text panels and a twelve-slot equipment ring without collapsing: only its outer frame is ornate.
The second rule was that the world stays visible. On a menu that means the panel takes a third of the screen, not all of it. On the load screen it means the two panels sit side by side rather than stacking a modal on top of a modal. It keeps the player oriented, and it lets the art the team built carry on doing its job while a menu is open.