UI / UX Design

Originally, the UI was only Ceramic, and the corners was filling up to make a full ceramic design but now it has been updated so it has the element of Persian Carpets as main UI tool.

Inspirations

I am really hoping not to use stereotypical HUD, i.e. the small inventory signs, numbers for time and so on. Instead I want to use the UI for cultural introduction while indicating the stress level. So I am hoping to have ceramic style of art for the edges of the screen for aesthetical indication on which world the player is currently traversed into. When the player uses their power, the edges start to woven a Persian Carpet slowly. When the carpet edges are complete, the player has over stayed in the fantasy world, which is when the screen becomes a full Persian Carpet.

Persian Carpets usually tries to be telling a narrative too. It is an art. When the player becomes a full Carpet in the fantasy world, there are layers of metaphor and meanings hiding behind it.

Ceramic Side edges

Hand Drawn Ideas

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If the math above doesn't make sense, don't worry my mind works weird and I think I have written in 3 languages inside that XD Good luck reading it 😛 its mostly for myself to know what are the sizes, timing, and ratio of load.

Visual Inspirations

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Bad AI:

I literally said the same thing to AI to see if I am explaining correctly, it got the gist right but the coordinates wrong:

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Concept

The HUD will feature a decorative border inset approximately 1 inch (standardised to pixel padding) from the screen edges. The border is anchored by ornamental corner tiles inspired by Persian ceramic patterns (Girih tiles). These corner elements should utilise a modular tile-based aesthetic, as shown in the reference imagery, to create a 'frame' effect for the gameplay area.

Visual Concept: The 1-inch inset border serves as the "Hero’s Debt" Visualiser. Instead of a traditional digital timer, the player’s "time spent in Myth" is represented by the completion of a Persian Carpet on top of the mosaic frame. (imagine veins coming out to be weaving themselves into a carpet edge. When all the edges are full, the time is up. The edges start to fill up from button up, as if the inside the boarder is on top of a layer that is weaving the Carpet.

Carpets are made from bottom up. The "timer" follows the same rule.

Mechanical Behaviour:

Art Style:

The Metaphor

The HUD acts as a metaphor for Kurosh's mental state. The transition from the fluid, grey reality to the rigid, golden myth is represented by the Knotting of the Carpet. As the Hero’s Debt increases, the ceramic frame 'cures' or 'hardens' from the corners inward. Like a curse growing its roots into the mind. This creates a psychological 'closing in' effect, signalling to the player that their window of heroism is becoming a cage of debt.

In game design, I was essentially trying to create a "Gilded Cage." As Kurosh enters the Golden Myth, he feels powerful, but the more he "solidifies" that myth by completing the carpet, the more he is actually becoming trapped in his own trauma/denial/fantasies. As if its been tied down into ground, literally and figuratively.

Mechanical Concept: The Weaving Frame
The UI shouldn't just be a timer; it should be a physical encroachment on the player’s agency.

The In-Fill (Visual Stress): As the 7-second timer runs, the empty space between two border lines fills with knotted, weaving threads of a Carpet, giving the colaustraphobic effect as they are heading to the nightmare.

The Restriction (Gameplay):

Psychology

In psychology, there is a very specific term for exactly this: Maladaptive Daydreaming (MD).

It fits the game’s narrative perfectly because it describes a person who uses an "inner world" as a shield, only to find that the shield eventually becomes a cage.

The Psychological Framework for Persian Corridor

Psychological Term

How it fits Kurosh & the Game

Maladaptive Daydreaming

A condition where intense, vivid fantasy replaces human interaction and real-life functioning. For Kurosh, the "Golden Myth" is a compulsive escape from the "Grey Reality."

The Heroic Rescue Fantasy

A specific type of daydream where the person imagines themselves as a powerful hero to compensate for feeling powerless in real life. This perfectly mirrors Kurosh becoming a "Hero of the Shahnameh."

Dissociative Absorption

The state of being so "into" a mental image or story that you lose touch with your physical surroundings. This is the "Q-System" mechanic in action, the deeper he goes into the myth, the more he "loses" the real world.

The Detached Protector

In Schema Therapy, this is a "mode" the brain enters to block out pain. It creates distance from trauma by numbing emotions. The "Ceramic/Carpet Border" solidifying on HUD is the visual representation of this protection turning into a wall.

The "Trap" of Fantasy (Gameplay Loop)

In psychology, people who live in fantasy often experience Executive Dysfunction. Because the "dream world" is so rewarding (dopamine), the brain starts to find the "real world" unbearable and "boring" or "grey."

In game, the "Weaving Carpet" is this psychological trap:

"Persian Corridor explores the danger of Maladaptive Daydreaming as a trauma response. The Golden Myth is not a 'superpower'; it is a Detached Protector mechanism. The more Kurosh relies on the rigidity of the Myth (the knotting carpet), the more he loses his Agency in the Grey Reality."

Visual Effect: The Carpet Flash (State Transition)

Upon the expiration of the 7-second Heroism timer, a 'Scene-to-Carpet' shader will trigger. For 1.0 seconds, the current gameplay frame is re-rendered as a 2D Persian Carpet. This signifies Kurosh becoming 'trapped' by his own fantasy. The mural then tears physically using Chaos Physics (UE5) perhaps?, transitioning the player into the Ink Nightmare.

Technically and artistically, this is what is call a "Stylised Freeze-Frame Transition." By converting the scene into a Gabbeh (thick, rustic with high-contrast colors) carpet for just one second, you are showing that Kurosh has become "stuck, tied, and restricted" in his own masterpiece. He is no longer a living boy; he is just a figure in a static, dead myth.

How this works mechanically (The "Shatter" Moment)

  1. The Carpetification: 1-inch border finishes filling. The last row of wool "tightens" into place. (think of closing a knot. When the Edge is full, the rest of the carpet comne on top of the screen in a very quickly (with less than a second) as if it was hiding behind the gameplay till just now.

  2. The Flash (The 1-Second Mosaic): The 3D game world flattened into a 2D Persian carpet.

    • If Kurosh was hiding behind a wall, the wall becomes a geometric pattern.

    • Kurosh himself becomes a stylized figure, looking like Rostam from the Shahnameh manuscripts.

    • This represents him being "trapped" in a specific Khan (Stage/Labour) of his grief.

  3. The Shatter: A loud "tear/ripping/un-knotting" sound effect plays. The threads of wool untie like roots of trees retreating, revealing the Ink Nightmare underneath.

The Psychological Symbolism

In psychology, this is known as "The Petrified Self." When someone is so overwhelmed by trauma, they "freeze" (like stone). By turning the screen into a literal carpet painting, you are showing the player that Kurosh's attempt to be a "Hero" has actually turned him into a museum piece, something beautiful but cold and unable to move.

Which "Khan" to reflect?

Since we are looking at the Haft Khan-e Rostam (The Seven Labours of Rostam), you can match the ceramic art and carpet art to the level's theme:

Published with Nuclino