Independent Game · UI & Visual Direction · 2025

Edge of Passing

I led the game’s overall UI design and visual direction, defining a unified design system and visual language across menus, exploration, map decisions, loadout management, encounters, and block-based combat. I oversaw the full design process from concept and prototype through implementation, and completed the game’s first playable demo.

My Role
Lead UI & Visual Designer
Contribution
Design system · Visual language · Design supervision
Format
Independent game · First playable demo
Outcome
2025 ChinaJoy · ToB exhibition

First Playable Demo · 2025 ChinaJoy ToB

A machine
for playing
memory.

The interface borrows the logic of a retro console: a central screen, physical controls, side modules, cartridges, and status displays that feel attached to the game world.

UI & VISUAL DIRECTION · YANSONG TENG
Edge of Passing start menu designed as a retro machine interface
PROJECT LEADERSHIP

From visual concept to playable implementation

I led the complete UI design and visual style definition, established the design guidelines and shared visual language, and supervised the full workflow from concept and prototype to implementation. I also completed the game’s first playable demo.

Explore memories, assemble a build, and fight through blocks

Edge of Passing is a roguelite built around memory as a resource. The player moves through generated routes, encounters fragments and creatures, equips skills, active items, and relics, then enters battles shaped by Tetris-inspired block manipulation.

The UI therefore has to connect two rhythms: slower exploration and loadout decisions outside combat, then compressed information and immediate actions during combat. These flows were implemented in the first playable demo and presented in the independent games section of the 2025 ChinaJoy ToB exhibition.

01 · EXPLORE

Read the route

Use the map to understand nearby nodes, events, and possible paths.

02 · PREPARE

Shape the build

Review skills, active items, relics, resources, and character status.

03 · ENCOUNTER

Read the threat

See enemy identity, position, behavior, and the last chance to adjust.

04 · FIGHT

Manipulate blocks

Track the grid, next blocks, abilities, health, enemy intent, and timing.

One visual system across every player state

The production brief required the interface to cover the full journey: entry and save states, a codex, map navigation, equipment, settings, combat preparation, battle, events, and rewards. Reusable screen frames and side modules keep those states connected.

ENTRY

System menus

New game, continue, load save, library or codex, credits, and settings.

WORLD

Map & navigation

Mini-map, expanded route, node types, tracking, and enter-area action.

BUILD

Inventory & status

Skills, active items, relics, resources, character health, and descriptions.

ACTION

Encounter & battle

Enemy preview, grid, next block, abilities, combo, intent, countdown, and rewards.

Four interface layers tell the player where information belongs

The completed UI can be understood as four UX layers. The classification clarifies which elements should feel like part of the fictional machine, which must stay visible during play, and which can temporarily take over the screen.

01 · DIEGETIC

World-embedded machine

The central display, rotary selectors, side screens, buttons, and cartridge slots behave like physical parts of the player's equipment.

02 · HUD

Persistent play state

Health, remaining lines, next block, enemy status, action countdown, and pause remain available while the player acts.

03 · OVERLAY

Decision workspace

Expanded map, inventory detail, skill explanations, encounter preview, and rewards open when a focused choice is required.

04 · META

System-level navigation

Start, continue, saves, codex, credits, and settings sit outside the immediate game loop but retain the same machine language.

The map works inside the machine, not above it

The main screen carries the route while a narrow status module keeps character identity and health visible. Inventory remains one action away, and physical-looking selectors preserve the sense that the player is operating an object rather than opening a generic app panel.

7×7 local trackingExpanded routeNode detailCharacter statusInventory accessEnter-area action

Progressive disclosure keeps a dense build readable

Skills, active items, relics, resources, and enemy information can easily overwhelm the screen. The interface starts with compact slots, then opens a larger detail panel only when the player selects an item or needs to inspect an encounter.

Combat information is arranged around the action grid

The grid remains the dominant focus. Supporting modules sit around its edges: next blocks above, character health and inventory to the left, equipped actions below, and enemy state in a separate view. This creates a stable scan path without covering the playfield.

Edge of Passing battle interface with block grid, player status, upcoming blocks, abilities, and enemy
Battle HUD · block grid, next-piece displays, character state, equipped actions, enemy feedback, and pause
PRIMARY

Action grid

The largest, highest-contrast module owns the center of attention.

FORECAST

Next blocks

Small secondary displays support planning without competing with the current move.

STATUS

Player & enemy

Health, remaining lines, intent, and countdown stay separated by ownership.

ACTION

Equipped abilities

Skills and active items remain close to the playfield as immediate controls.

The visual system moved from concept to a playable game

I completed the first playable demo of Edge of Passing, bringing the unified UI and visual language into a functioning game experience. The interface guided players from entry and route planning through build management and block-based combat.

The project was selected for the independent games section of the 2025 ChinaJoy ToB exhibition, where the demo was shown as a working game rather than a presentation-only interface concept.

EXHIBITION OUTCOME

First demo exhibited at 2025 ChinaJoy

Edge of Passing was presented in ChinaJoy’s ToB exhibition as part of the independent games section.

Retrofuture hardware makes the interface part of the fiction

Warm gray housings, aged cream displays, recessed screens, screws, vents, rotary controls, and cartridge-like modules create one diegetic console. The UI can change state without losing its physical identity because every function appears to occupy a believable place in the machine.

CRT-inspired screenRecessed modulesPhysical selectorsWarm industrial palettePixel contentModular side displays
EDGE OF PASSING · UI DESIGN

A complete interface system that lets exploration, preparation, and combat inhabit the same machine.

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