top of page

Fan-Made User Interface Concept for Marathon

  • Nov 24, 2025
  • 4 min read

Updated: Apr 21


Introduction to the Project


This project showcases my skills in user interface design. I aimed to create a unique interface inspired by various games while maintaining a distinct identity. The goal was to blend technical proficiency with artistic vision.


Start Screen


The start screen design was guided by the clean, minimalistic aesthetic found in Overwatch 2. The objective was to create a modern and energetic entry point that foreshadows the gameplay. I focused on ease of navigation while establishing a polished first impression.



Main Menu


The main menu retained the overall structure of the publicly available Marathon Alpha 0.5.0.0 layout but introduced framed typographic elements to transform text into well-defined, interactive buttons. The background environment is a 3D scene titled UESC Marathon, created by Alex Murphy (https://www.artstation.com/artwork/Aln2GW). This scene offered a strong thematic foundation while emphasising depth and atmosphere.



Loadout


To distinguish the loadout experience from typical extraction shooters, I adopted the visual logic of Destiny 2’s loadout interface. This allowed for a more elegant presentation of equipment and abilities. I also used Destiny 2’s ability system as inspiration for demonstrating how Runner shells could host interchangeable abilities. This helps visualise a flexible and player-driven customisation model.



Factions


The faction screen preserved the structural layout of the Alpha 0.5.0.0 but enhanced visual vibrancy to create a more engaging presentation. Warframe’s faction reputation system informed a redesigned progression loop. Aligning with one faction would reduce standing with another, temporarily restricting access to certain rewards. This system introduces meaningful player choices while supporting long-term replayability.


For the Oni faction, an AI-generated Pinterest image served as the illustration. While an early version included a custom Durandal video, audio limitations led to generating a revised, aesthetically coherent Oni instead.



Database


The Database leveraged layout principles from Destiny 2’s Triumphs interface and The Division 2’s collectibles menu to establish a clear, hierarchical structure. Alien entity renders were developed using the Inktober illustrations of Garret Post (https://www.artstation.com/artwork/kDel2K) as a stylistic and anatomical reference. This resulted in grounded, high-fidelity creature concepts.



Black Market


The Black Market was introduced as a systemic solution to the faction lockout mechanic created earlier in the design. Drawing inspiration from the player-driven economy seen in Off the Grid, this market provides alternative paths for acquiring items from factions where a player’s standing is temporarily reduced. This reinforces player agency and mitigates the frustration of hard-locking rewards.



Run Summary


The Run Summary drew influence from Warframe’s end-of-mission presentation. The concept centered around having a representative figure similar to the Lotus from each faction. This character would encourage, critique, or comment on the player’s performance throughout various stages of a match. This adds personality, tone, and narrative texture to the post-match experience.



Conclusion


This project represents a blend of my passion for game design and user interface development. By drawing inspiration from various successful games, I aimed to create a unique experience that resonates with players. The design choices reflect a commitment to clarity and engagement, ensuring that users can navigate the interface effortlessly.


Reference Links


bottom of page