
Melody Knight
Melody Knight is a rhythm game set in a musical kingdom, where you play as Sir Allegro trying to save Princess Adagio.
Melody Knight was created in Unity, by a 7 person team known as The Rhythmaniacs, over the course of 4 months. It is a 2D mobile rhythm game, made specifically for android.
My main role on the team was as a 2D artist, focusing on UI design.

This is the title screen I illustrated for our game. I was aiming to create a sense of calm and wonder with the colors and setting of the title screen.
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The contrast between the lettering of "Melody" and "Knight" is to show not only the dreamlike world we set the game in, but also the strength of the knight, our main character.
The "Knight" text was animated with Adobe After Effects.
The song select screen is located on the main menu, with the main title screen illustration as the background.
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The goal for the UI here was to make it part of the world, more than just buttons on a screen. Tying into the "Melody" theme, all of our songs and info about the songs is written on ripped pieces of sheet music paper, intended to look like they are just flying around loose in the world.
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The song select papers are in a scroll wheel, and the player is able to easily swipe between songs.


This is a compilation of the help menu UI, showing a total of four screens.​
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The first screen is a quick summary of the plot, the second screen shows the on-screen UI with explanations for each. The third screen demonstrates how to play the game, and the fourth screen shows our pause menu that can be accessed from inside levels, with UI button explanations.
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We did not create a proper tutorial level for our game, so it was important to include this help menu in order for the player to learn how to play our game confidently, as much of the UI is image-based rather than text-based.
A close-up of the pause menu in our game- again, the goal was to focus on the "Melody" side of Melody Knight, so I created this pause menu with a stand for sheet music in mind.
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The UI is made to be simple so that the screen isn't overtaken by tons of text. Since it is a mobile game, screen space is quite limited so I tried to keep that in mind when creating this menu.
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Starting from left to right, we first have a "restart level" button, being portrayed with a decorative arrow to match the kingdom environment. The middle button is recognizable as a home button, and returns the player to song select. The button on the right mimics music notes in order to fit the theme, and is the "unpause" button, which returns the player to the current level.
