Edge of Eternity · Personal Redesign Study · 2026

Edge of Eternity: Party Screen Redesign

A study in reducing cognitive load, building a consistent stylized visual language, and designing for familiar interface patterns in a small-studio JRPG.

Type
Personal redesign study
Platform
PC / Console (JRPG)
Scope
UX audit + UI redesign
Timeline
5 days, Apr 2026
Edge of Eternity: Final party screen redesign showing the complete high-fidelity UI with hexagonal character portraits, nav sidebar, reserve panel, and persistent status bar
The Problem
Edge of Eternity's party screen packs an overwhelming number of actions into a single flat layer. Typography fights for attention, hierarchy is absent, and there's no visual distinction between action types. Players are left memorizing menu positions rather than reading the interface.
The Approach
Audited the existing IA, collected reference from Persona 5, Final Fantasy XVI, and Baldur's Gate 3, extracted the game's own color palette, then explored two layout directions before converging on the final design.
The Result
A redesigned party screen where redundant nav items were merged and reorganized into a tighter, more scannable structure. Hexagonal portrait frames mirror the combat grid, a persistent food buff bar anchors the action bar, and a status footer ties ambient game state together, all grounded in the game's own visual language.

An Unfinished Interface.

Edge of Eternity is a small-studio JRPG with ambitious combat and an overwhelming amount of menu real estate. The party screen, one of the most frequently revisited surfaces in the game, surfaces thirteen distinct actions in a single layer. Typography fights for attention. Hierarchy is flat. Players rely on memorization rather than on the interface.

Ambitious game design elements. Missing the mark with interface. The original shipped with 10 menu action tabs, widespread information clarity issues, and significant menu item redundancy.

Original Edge of Eternity party screen, in game build
Original party screen, in game build.

Finding Inspiration.

Before touching pixels, I collected a reference set across contemporary JRPG and RPG interfaces: Persona 5 for rhythm and type, Final Fantasy XVI for density, and a handful of PC-first UIs that handle information density well. Nine references were distilled into three design principles.

01
Clarity
Easy party member information at a glance.
02
Rhythm
A consistent grid lets the eye rest.
03
Tone
Warm gold against deep navy. Restraint.
Moodboard: tonal and compositional reference across JRPG and RPG interfaces
Moodboard 01: tonal & compositional reference. Nine references distilled into three design principles.

Designing From the Source.

The game itself told me what the interface should feel like. Warm golden light against deep, cool shadow. Ornamented but never cluttered. Readable in a single glance during combat, reflective when the action rests.

Rather than importing a generic dark-UI color system, I extracted the palette directly from the game's own environments, lighting, and character art.

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Canvas
#162840
Surface
#F4C440
Accent
#B48C30
Accent D.
#F5F5F5
Type
#A1AFBF
Muted

Embracing the game's art direction rather than imposing a generic UI palette was the decision that made everything else cohere.

Moodboard: game context and in-world color: lighting, ornament, and atmosphere extracted from the game itself
Moodboard 02: game context & in-world color. Lighting, ornament, and atmosphere extracted from the game itself.

Menu Architecture Revamped.

Adjusted the infrastructure of the main menu to be more cohesive. Every item in the original nav had to earn its place in the redesign, or get merged, renamed, or moved.

Original Redesigned Decision Rationale
Main Party Renamed Renamed "Main" to Party.
Inventory + Battle Items Items Merged Merged Battle Items and inventory.
Equip Character Merged Merged into character menu with tab list.
Skills Character Merged Combat-critical. Grouped with character.
Crystals Crystals Kept Unique game system. Retained identity.
Formation Formation Moved Moved to party menu as a button press.
Characters Character Merged Moved into a tab in Character menu as "Status".
Bestiary Bestiary Kept Kept as is, but considered adding a Journal button.
Map (Button press) Map Added Added menu function.
Party Status Food Icon Added Food buff bar added.
Result: 7 distinct menu nav items / 4 merged or moved / 2 renamed

Layout Exploration.

Two candidates. Same information, opposite reading orders: one horizontal, one vertical. Both respect the new menu hierarchy; neither survives unchanged.

Wireframe Concept A: horizontal party member list
Concept A
Horizontal Party Member List

Reading order is horizontal. Character detail occupies the hero zone.

✓ Fast to learn ✗ Wastes horizontal space
Wireframe Concept B: vertical party list with hexagon elements
Concept B
Vertical Party List

Reading order is vertical. Smaller portraits, better use of space. Hexagon elements.

✓ Reads like the game world ✗ Harder to read party member detail

From First Pass to Final.

The first high-fidelity pass was tonally correct but visually overdressed. I toned down visual elements to keep the focus on important details.

The Good
Much more stylized to fit the game art direction
More information at a glance
Menu items reduced, some merged
Clear distinction between character and weapon XP / levels
The Bad
Food buff lost on screen, feeling out of place
Information overload: removed redundant weapon information
Too many colors drawing attention
Level showing twice and adding clutter
First high-fidelity pass, annotated with visible issues: competing gold ornaments, inconsistent spacing, dense portrait frame
First high-fidelity pass. Visible issues: competing gold ornaments, inconsistent spacing, dense portrait frame.

Party Screen Redesigned.

The final design resolves every issue identified in the first pass while preserving the tonal direction established in research. Navigation drops from 13 items to 7. The food buff earns a persistent anchor in the action bar. Hexagonal portrait frames mirror the combat grid. The reserve panel uses silhouettes for unrevealed characters. Intentional, not placeholder.

High fidelity final version, Edge of Eternity party screen redesign
High fidelity, final version. Annotated design decisions on the following section.

Annotated.

Nine decisions, each traceable to a research insight or a constraint of the source material.

01

Hexagonal Portrait Frames

The hexagon mirrors the combat grid, the fundamental mechanic of every battle in Edge of Eternity. Characters and enemies move between hexagonal tiles. Using the same shape as the portrait frame connects the interface directly to the gameplay it supports. The shape carries meaning rather than being decorative.

02

Class Color Coding

Frame color indicates character class rather than weapon rarity. On a party screen, knowing your team composition at a glance is more useful than knowing gear quality. Rarity information belongs on the equipment screen where gear decisions are made.

03

Dual XP Bars Only

Character XP and Weapon XP are the only bars shown. Each is given visible space to make it easy to scan both. The original was tougher to read at a glance.

04

Weapon Section

Weapon name, level, and XP progress shown per active character. Relevant for players deciding whether to upgrade or swap equipment. Weapon type icon added for faster scanning.

05

Reserve Panel with Silhouettes

Compact cards for the two reserve members showing name, class, level, and weapon XP. Silhouettes used for unrevealed party members. Intentional, not placeholder. Avoids spoiling the game's cast for new players.

06

Tactics as the Only Dedicated Button

Swap Leader and party formation removed as dedicated buttons; both are handled through contextual controller interactions the game already supports. Tactics is the only action that opens a separate screen and isn't discoverable through casual navigation, so it earns a persistent button.

07

Food Buff Elevated to Action Bar

Moved from a floating corner chip to the persistent action bar alongside Tactics. Shows the active buff name and stat bonuses scaling with team energy. Better visibility and architecturally grouped with ambient game state information rather than floating disconnected from everything.

08

Footer as Persistent Status Bar

Zone, Time, Heyr (currency), and Energy shown with consistent iconography. Always present. Energy displayed as a numeric value alongside the bar, important for players tracking food buff scaling, which is directly tied to current energy level.

09

Navigation Reduced from 13 to 7

Main renamed Party. Inventory and Battle Items merged into Items. Equipment, Stats, and Wardrobe consolidated as tabs within Character. Tactic moved to contextual button. Map added. Tutorial removed. Each remaining item earns its place.

If This Were a Production Build.

Five days was enough to validate the direction and pressure-test the information architecture. A production engagement would extend into testing, engineering handoff, and expanding the system to every menu in the game.

Playtest the 7-item hierarchy with five existing players
Prototype the tab interaction on controller + keyboard
Pressure-test type scale at 1080p and 1440p
Build a small component library for the rest of the menus
Build the remainder of menu pages
Redesign other game elements to match the new styling
Add animations and microinteractions within the UI

Good interface design should make the next action obvious. Every decision here was made in service of that.