Valor MMO · Interface design

Interface design: one visual system across every screen

A game is hundreds of screens: windows, menus, conversations and counters. In Valor they share one design system, navy panels with gold rules and a serif for titles, so that a player who has learned one window can read the next. We drew the system and built every screen in it.

The Valor title screen: the word Valor in gold over a painted night scene of an elf archer and a knight fighting a skeleton, with Play, Settings and Quit buttons.
The title screen.

A title screen with one obvious button

Play is the largest thing on the screen. Settings and Quit sit under it, and the links along the bottom lead to the community, known issues and support.

Three game windows side by side: a character sheet with a 3D figure and equipment slots, an inventory grid holding a few items, and a panel of character statistics, above a bar of ability slots.
Character, inventory and statistics.

Windows that dock together

The character sheet, the bag and the statistics panel open as one joined set and share a header style. Every equipment slot is labelled, and every number in the statistics panel has a name and a unit.

  • Slots are labelled in words, not only with icons
  • Item quality is shown by a name as well as a color
  • The same windows work at 1080p and on an ultrawide screen
A conversation window titled Mentor Bond: a portrait of Alys Thorne, the castle physician, beside five numbered replies the player can choose.
Talking to Alys Thorne, the castle physician.

Conversations with numbered choices

Every character in town has a portrait, a role and something to say. Replies are numbered, so they can be chosen with the keyboard as easily as with the mouse, and a small label under each says where it leads.

The tavern darts screen: a dartboard in the middle, a round counter, score, point guide and standings on the left, and the controls on the right.
The darts screen.

Mini-games that explain themselves

The darts screen puts the rules where the player is looking: the point guide and standings on the left, the controls on the right, the time left under the board. Nobody has to read a manual to throw a dart.

The in-game Language menu listing English, Español, Português (Brasil), Deutsch, Français, Russian, Chinese, Polski and Italiano, each written in its own language.
The in-game language menu.

Settings in plain words

Each language is listed under its own name, so a player who cannot read the current language can still find theirs.

More of the project

The rest of Valor

  • The game

    A shared medieval world: a town, keeps to fight through, the sea, and tavern games.

  • The launcher

    A Windows application we wrote to install, update and start the game.

  • The character creator

    Six clear steps from a blank slate to a named character, with a live 3D preview.

  • The website

    valormmo.com: guides, patch notes, accounts and a live server status.

  • Fifteen languages

    The game, the launcher and the website, translated and checked, including Arabic.

  • Technology

    What Valor is built with, from the game engine to the web server.

Back to the Valor overview

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