Along the Way
Exploring how diegetic UI can turn navigation into part of the story.
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 landscapes where players collect red-ink stamps and record discoveries in a personal travel journal. Created purely as a design exploration, the project investigates how a game’s interface can feel grounded in the world itself rather than placed on top of it: encouraging calm, curiosity, and a sense of belonging.
Exploring how diegetic UI can turn navigation into part of the story.
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 landscapes where players collect red-ink stamps and record discoveries in a personal travel journal. Created purely as a design exploration, the project investigates how a game’s interface can feel grounded in the world itself rather than placed on top of it: encouraging calm, curiosity, and a sense of belonging.

My Role
I created the concept and interface design as a study in atmosphere and usability. The goal was to build a system that guides players without breaking immersion, using subtle cues and natural gestures to replace traditional menus or markers. Environment mockups for this concept were created by: https://www.artstation.com/chassets
My Role
I created the concept and interface design as a study in atmosphere and usability. The goal was to build a system that guides players without breaking immersion, using subtle cues and natural gestures to replace traditional menus or markers. Environment mockups for this concept were created by: https://www.artstation.com/chassets
Starting your Journey
The opening screen was designed to set expectations before interaction begins. It needed to signal the game’s focus on reflection rather than competition, creating a quiet moment that invites attention rather than demanding it. The challenge was establishing tone through minimal interface elements while keeping the experience accessible and deliberate.
Starting your Journey
The opening screen was designed to set expectations before interaction begins. It needed to signal the game’s focus on reflection rather than competition, creating a quiet moment that invites attention rather than demanding it. The challenge was establishing tone through minimal interface elements while keeping the experience accessible and deliberate.


Exploring the World
The in-game interface was built around clarity and restraint. Objective markers appear with a soft brush-stroke effect, and a single red highlight leads players toward the next point of interest: connecting navigation with the same visual language as the stamps they collect later on. The challenge was guiding movement without clutter or pressure. Every UI element had to serve a purpose: to orient the player gently, not to dictate the path forward.
Exploring the World
The in-game interface was built around clarity and restraint. Objective markers appear with a soft brush-stroke effect, and a single red highlight leads players toward the next point of interest: connecting navigation with the same visual language as the stamps they collect later on. The challenge was guiding movement without clutter or pressure. Every UI element had to serve a purpose: to orient the player gently, not to dictate the path forward.


Navigating your Journal
The journal acts as both map and memory, consolidating the game’s systems into one tactile space. It replaces a typical HUD with an object that feels personal and integrated, reflecting the slow rhythm of travel. The design challenge was ensuring usability within this approach, keeping interactions simple and intuitive while maintaining the illusion of something hand-crafted.
Navigating your Journal
The journal acts as both map and memory, consolidating the game’s systems into one tactile space. It replaces a typical HUD with an object that feels personal and integrated, reflecting the slow rhythm of travel. The design challenge was ensuring usability within this approach, keeping interactions simple and intuitive while maintaining the illusion of something hand-crafted.


Discovering New Places
Discovery moments were treated as pauses rather than interruptions. The feedback needed to be immediate but unobtrusive, rewarding curiosity without breaking flow. The solution was a subtle notification system that acknowledges progress quietly, aligning feedback tone with the calm pace of play.
Discovering New Places
Discovery moments were treated as pauses rather than interruptions. The feedback needed to be immediate but unobtrusive, rewarding curiosity without breaking flow. The solution was a subtle notification system that acknowledges progress quietly, aligning feedback tone with the calm pace of play.


Collecting Stamps
Stamp collecting became the game’s central ritual. Each mark represents a place visited and remembered, turning progress into something physical rather than abstract. The use of red as a highlight colour unifies navigation, feedback, and memory: creating a single thread that ties the entire UI system together.
Collecting Stamps
Stamp collecting became the game’s central ritual. Each mark represents a place visited and remembered, turning progress into something physical rather than abstract. The use of red as a highlight colour unifies navigation, feedback, and memory: creating a single thread that ties the entire UI system together.

