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MARATHON UI - PERSONAL PROJECT

This project is an independent, fan-made user interface concept created solely for personal portfolio development. It is not affiliated with, endorsed by, or associated with Bungie or any other company. The work is a technical and artistic exploration inspired by publicly available gameplay footage from the Marathon Alpha 0.5.0.0, as well as design elements observed in games such as Destiny 2, Doom Eternal, Off the Grid,The Division 2, and Warframe.


All trademarks, game titles, and related assets remain the property of their respective owners. No proprietary or unreleased materials were used, and the project is not intended for commercial use. It exists purely as a non-commercial portfolio piece demonstrating interface design, layout, and interaction concepts.


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 foreshadow the gameplay. A focus was 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.


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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, helping visualise a flexible and player-driven customisation model.


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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.


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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, resulting in grounded, high-fidelity creature concepts.


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Blackmarket

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.


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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 who 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.



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