Forever Skies
Role
UI/UX Designer
Type
PC
Tools
Figma, Unreal Engine
Duration
Full production cycle
SETTING & ROLE
Forever Skies is a first-person survival game set on a post-apocalyptic, ecologically ruined Earth. Players build, upgrade, and fly a high-tech airship, scavenging resources and crafting tools while searching for a cure to save humanity. I was a solo UI and UX Designer at Far From Home, working on the game's full interface.
NO ROOM FOR ERROR
There were various constraints from the start of the project. The HUD was embedded directly inside the player character's helmet. Every element had to fit within a framed view without causing visual overload. Full localization support added a further constraint, since text expansion can increase UI element size by 30–40%. The airship management system also needed to share this same visual space.




PROCESS
I built a moodboard from sci-fi cinema, real military HUD systems and existing survival games, which I then presented this to the producer and Art Director to find a tone. The primary color and typeface were already set when I joined the project. I proposed and refined a secondary color palette to add hierarchy to the display. The primary palette reads as interface chrome. The secondary palette communicates state. Additionally, localization had to be taken into account. Every component included text expansion buffers, and any layout at risk of breaking under longer strings was flagged before implementation.
VISUAL LANGUAGE
The interface uses two palette layers: the primary palette forms the HUD's structural chrome, while the secondary palette carries state information (critical, neutral, active). Typography and iconography follow a clinical, technical register, consistent with hardware built for survival. The overall tone reads as functional equipment that has seen use.
OUTCOME
Forever Skies went on to a warm reception from players following release. The interface received specific mentions in early press coverage of the game's visual identity. This was the first project of this scale I worked on and it taught me a great deal.
LEAD UI/UX DESIGNER AT FAR FROM HOME
Next project
AAA FPS (UNANNOUNCED)