Along the Way
Exploring diegetic UI patterns through a concept game experience.
Along the Way is a self-initiated concept for a cozy exploration game designed for Nintendo Switch. Inspired by rural Japan, it imagines a slow journey through quiet landscapes, where players collect red-ink stamps and record discoveries in a personal travel journal. The project explores how interface design can guide players without breaking immersion. Rather than layering menus and markers on top of the world, the goal was to embed navigation, feedback, and progress directly into the experience itself.

Context & constraints
Exploration games often rely on explicit UI to prevent players from getting lost. Maps, waypoints, and objective markers are effective, but they also interrupt tone, especially in experiences built around calm and reflection. The constraint here was subtlety. Guidance still needed to exist, but it had to feel natural and unobtrusive. Every interface decision was shaped by the risk of pulling the player out of the world, even briefly.
Context & constraints
Exploration games often rely on explicit UI to prevent players from getting lost. Maps, waypoints, and objective markers are effective, but they also interrupt tone, especially in experiences built around calm and reflection. The constraint here was subtlety. Guidance still needed to exist, but it had to feel natural and unobtrusive. Every interface decision was shaped by the risk of pulling the player out of the world, even briefly.
Starting your journey
The opening screen sets expectations before the player interacts with anything. It needed to communicate that this was not a game about speed, mastery, or competition. By using space, restrained typography, and gentle pacing, the interface invites attention rather than demanding it. The goal was to create a quiet moment that encourages the player to slow down before the journey begins.
Starting your journey
The opening screen sets expectations before the player interacts with anything. It needed to communicate that this was not a game about speed, mastery, or competition. By using space, restrained typography, and gentle pacing, the interface invites attention rather than demanding it. The goal was to create a quiet moment that encourages the player to slow down before the journey begins.
Set emotional tone
The experience signals reflection over challenge.
Invite attention gently
The interface encourages focus without urgency.
Set emotional tone
The experience signals reflection over challenge.
Invite attention gently
The interface encourages focus without urgency.


Exploring the world
Once in the world, navigation needed to guide movement without feeling directive. Traditional markers would have introduced pressure and reduced the sense of discovery. Movement is guided using soft brush-stroke indicators and a single red highlight that points toward places of interest. This visual language mirrors the stamps collected later, creating continuity between navigation and progress.
Exploring the world
Once in the world, navigation needed to guide movement without feeling directive. Traditional markers would have introduced pressure and reduced the sense of discovery. Movement is guided using soft brush-stroke indicators and a single red highlight that points toward places of interest. This visual language mirrors the stamps collected later, creating continuity between navigation and progress.
Gentle guidance
Players are oriented without being pushed.
Visual coherence
Navigation shares the same language as progress.
Gentle guidance
Players are oriented without being pushed.
Visual coherence
Navigation shares the same language as progress.
Reduced clutter
Only essential cues appear on screen.
Preserved pace
Exploration remains unhurried.
Reduced clutter
Only essential cues appear on screen.
Preserved pace
Exploration remains unhurried.


Navigating your journal
The journal replaces a conventional HUD, acting as both map and memory. It is something the player returns to deliberately, rather than a layer that constantly overlays the world. The constraint was usability. Interactions needed to stay simple and intuitive, even while maintaining the illusion of a physical, hand-crafted object.
Navigating your journal
The journal replaces a conventional HUD, acting as both map and memory. It is something the player returns to deliberately, rather than a layer that constantly overlays the world. The constraint was usability. Interactions needed to stay simple and intuitive, even while maintaining the illusion of a physical, hand-crafted object.
Diegetic structure
Core systems live inside the world.
Clear mental model
One object consolidates navigation and memory.
Diegetic structure
Core systems live inside the world.
Clear mental model
One object consolidates navigation and memory.


Discovering new places
Moments of discovery were treated as pauses rather than rewards. Feedback needed to acknowledge progress without interrupting flow. Subtle notifications mark these moments quietly, reinforcing curiosity while keeping attention on the environment.
Discovering new places
Moments of discovery were treated as pauses rather than rewards. Feedback needed to acknowledge progress without interrupting flow. Subtle notifications mark these moments quietly, reinforcing curiosity while keeping attention on the environment.
Unobtrusive feedback
Progress is recognised without disruption.
Maintained immersion
Discovery respects the rhythm of play.
Unobtrusive feedback
Progress is recognised without disruption.
Maintained immersion
Discovery respects the rhythm of play.


Tracking progress
Stamp collecting became the central ritual of progress. Each stamp represents a place visited and remembered, turning advancement into something physical rather than abstract. The repeated use of red ties navigation cues, discovery feedback, and the journal together into a single visual system, creating continuity across the entire experience.
Tracking progress
Stamp collecting became the central ritual of progress. Each stamp represents a place visited and remembered, turning advancement into something physical rather than abstract. The repeated use of red ties navigation cues, discovery feedback, and the journal together into a single visual system, creating continuity across the entire experience.
Meaningful progress
Advancement feels personal and tangible.
System cohesion
One colour unifies navigation and feedback.
Meaningful progress
Advancement feels personal and tangible.
System cohesion
One colour unifies navigation and feedback.
Ritualised interaction
Repetition reinforces tone and pacing.
Emotional continuity
Progress reflects reflection, not achievement.
Ritualised interaction
Repetition reinforces tone and pacing.
Emotional continuity
Progress reflects reflection, not achievement.

