Initial design concepts.
Inspired by the golden ages view of the future, I took a flat design approach with a twist in the initial concepts that were originally destined for a hybrid application. The photography is directly from NASA and the typography was researched heavily and licensed from Creative Market. I experimented with various design elements for this version, but felt very comfortable with the stained white color on top of the imagery.
'Can we make it flatter?'
This nodes image was the initial inspiration for my design and I kept it perpetuated throughout the available screen in diferent permutations. It's representation of constellations continued the space theme that I previously concieved.
Haus is a fully featured font with multiple weights, each with italics. Using the lighter weights as sub headlines and body text worked well and removed the need to have a secondary font.
I was keen to observe in the original proof-of-concepts that using shades of red is a bad idea, as many people confused the orange and red colors. Being an important visual to gameplay, I focused to keep colors as contrasting as possible. Choosing colors from the Material Design palatte proved beneficial to keeping color language up to date.
To find coherence with the chunky branding font of Haus Extra Bold, I chose a heavier icon set that appropriately represented navigational elements. Placing the icons within within circles linked the imagery with the nodes on game board.