Update!!
I have posted a video talking about this project on my YouTube channel. Also, here is the Figma link. I appreciate your patience!
Overview
Cult of Lamb is Animal Crossing meets Hades (or other rogue games like it). You play as a Lamb rescued by some deity, and in return, you must build a cult to worship him. Gameplay consists of tending to your cult's needs by unlocking buildings, meeting other NPCs that will help you, and going on Crusades to gather resources and defeat other competing deities.
Design System Components
Component Library
Atoms
Molecules
Patterns
Organisms
Templates
Design
Fonts
Colors
Process
Use Figma (or other similar tool) for mock-ups and wireframing only.
Use Photoshop to create your UI in layers.
Each layer is basically an individual component (background, button, icon, etc.)
Different layers can be used to represent different states for UI elements (button styles, checkboxes, etc.)
Layer blend effects are easily replicated in Unity, but I'd avoid them (masks might be the exception).
Each layer is exported as a texture asset.
Use something like After Effects for motion graphics or pre-rendered animated effects.
Exported as video
Or exported as a sequence of images you'll flip through in-engine to animate.
Use Unity and supporting tools to reassemble your UI in-game as you rendered it in Photoshop.
Timeline
AUDIT – Sept 14: The goal for the first part of this project is to go through an audit of the game. Going through all of its menus and selection screens where there is an interactable object and screenshotting or documenting it.
BREAKDOWN – Sept 28: After the audit, I want to break down its UI into the simplest parts (atoms). These cannot be broken down further without losing their functionality. These consist of buttons, inputs, labels, etc. Then, I want to create “color tokens” for the colors used throughout the game. Throughout this process, I check for consistency, places where the same color is used appropriately, and when they differ. And if part of their design is flawed in some manner.
RECREATION – Oct 12-19: In Figma, I want to go through the abovementioned process of recreating their UI and organizing it into a design system that can be modularly used to recreate menus and interactions. A part of this recreation will be down in Unity to provide more functionality if needed.
ORGANIZATION & PRESENTATION – Nov 9-16: Now, I will find a way to present the component library informally. I also want to go on a slight design rant showing the excellent design behind Cult of Lamb through what the UI offers in UX, its gameplay, and its ability to keep players engaged.