Inkyway Galaxy: Takoyu Rescue!

Inkyway Galaxy: Takoyu Rescue!

Inkyway Galaxy: Takoyu Rescue!

4-Player Top-Down Shooter

4-Player Top-Down Shooter

4-Player Top-Down Shooter

UI Design

Unity

Adobe Illustrator

Figma

After Effects

Motion Graphics

Inkyway Galaxy: Takoyu Rescue! is a casual, cooperative, top-down shoot 'em-up inspired by classic arcade games in 2D, hand-drawn graphics. Up to 4 players must work together to defeat waves of enemies but individually compete for the highest score. The game follows four space-octopi as they fight their way through the evil scientist Dr. Moray’s ship to free their missing sibling.

Design for Co-op

Design for Co-op

UI/UX for a 4-Player Tabletop Arcade Experience

Inkyway Galaxy was developed for a custom arcade-style tabletop cabinet installed at my university. Designed for up to four players positioned on each side of the table and using joysticks + physical buttons, the project required UI solutions that supported simultaneous multiplayer play, omnidirectional viewing, and fast readability during action-heavy moments.

It Features…

Player-specific HUD zones placed on the side closest to each player’s joystick station.

Color-coded player identity system for quick recognition during chaotic moments.

Large, high-contrast text and icons designed for fast glanceability from any distance.

Minimal clutter design so the screen stayed readable even with four players interacting at once.

Clear event indicators (level pop-up, health + score)

CHARACTER
SELECT

CHARACTER
SELECT

The character select menu appears before the start of the game. It allows players to cycle through the available player characters. Only one player character can be played at a time.

Once players confirm their selection, visualized with an ink splat ‘OK’, the game begins. After players have confirmed their selection a short timer will start, giving them the option to change their minds before the game begins.

This is a determining moment narratively, as the unselected character will become the character kidnapped in the opening cutscene. If there are less than 4 players, the cutscene will default to the canon or other unselected characters.

GAMEPLAY

GAMEPLAY

The UI featured during gameplay is relatively simple and limited to not distract or overwhelm players and keep them engaged in the fast-paced gameplay. The heads-up display features the health and score for each player at the bottom of the screen.

The frame and health colours will match the colours of the character. To denote which player has the most points, a crown will appear over their character in the HUD and in the gameplay.

During gameplay, players have the option to pause, which will bring up a screen showing which player paused and the option to resume or quit the game.

In between waves, a wave banner will appear. This helps players keep track of their progress by showing them when they’ve completed a wave. It also gives players a short break from the fast-paced gameplay.

CHARACTER
SELECT

CHARACTER SELECT

01 / 05

CHARACTER SELECT - PICK YOUR CHARACTER

02 / 05

CHARACTER SELECT - CONFIRM SELECTION

03 / 05

The character select menu appears before the start of the game. It allows players to cycle through the available player characters. Only one player character can be played at a time.

Once players confirm their selection, visualized with an ink splat ‘OK’, the game begins. After players have confirmed their selection a short timer will start, giving them the option to change their minds before the game begins.

This is a determining moment narratively, as the unselected character will become the character kidnapped in the opening cutscene. If there are less than 4 players, the cutscene will default to the canon or other unselected characters.

CHARACTER SELECT BREAKDOWN

04 / 05

FINAL VERSION

05 / 05

GAMEPLAY

The UI featured during gameplay is relatively simple and limited to not distract or overwhelm players and keep them engaged in the fast-paced gameplay. The heads-up display features the health and score for each player at the bottom of the screen.

The frame and health colours will match the colours of the character. To denote which player has the most points, a crown will appear over their character in the HUD and in the gameplay.

During gameplay, players have the option to pause, which will bring up a screen showing which player paused and the option to resume or quit the game.

In between waves, a wave banner will appear. This helps players keep track of their progress by showing them when they’ve completed a wave. It also gives players a short break from the fast-paced gameplay.

HUD

01 / 06

PAUSE MENU

02 / 06

WAVE ANIMATION

03 / 06

MATCH SCORES

04 / 06

gAMEPLAY UI BREAKDOWN

05 / 06

WEAPON SELECT

06 / 06

Design for Co-op

UI/UX for a 4-Player Tabletop Arcade Experience

Inkyway Galaxy was developed for a custom arcade-style tabletop cabinet installed at my university. Designed for up to four players positioned on each side of the table and using joysticks + physical buttons, the project required UI solutions that supported simultaneous multiplayer play, omnidirectional viewing, and fast readability during action-heavy moments.

It Features…

Player-specific HUD zones placed on the side closest to each player’s joystick station.

Color-coded player identity system for quick recognition during chaotic moments.

Large, high-contrast text and icons designed for fast glanceability from any distance.

Minimal clutter design so the screen stayed readable even with four players interacting at once.

Clear event indicators (level pop-up, health + score)

Social

Social