To start with the UX/UI design, I focused on creating the main menu. My aim was for it to evoke the feel of a detective’s board piecing together clues, mirroring the player’s role in the game. I looked up images online to inspire the inclusion of various elements. The game’s title was positioned centrally on the screen to become the primary focus, and beneath it, I created pieces of paper for displaying different text. On the website, these would function as clickable buttons; in the game, they represented the start and how-to-play options; and in the trailer, they conveyed game-related information. I went through multiple versions, trying out different designs to see what looked the best. Additionally, I designed a missing person poster for the girl who vanished and a newspaper article to enhance realism.

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In the early stages of development, I initially intended to incorporate a hotbar on the screen, allowing players to quickly access widgets like the diary and phone from anywhere in the room. I designed the widget but ultimately decided against it as it clashed with the game’s atmosphere and interrupted the immersive experience.

For subtitles, including item descriptions and the private investigator’s dialogue, I opted for the Courier New font, which has a typewriter aesthetic that complements the private investigator theme.

As production progressed, I included hints to help players who may have difficulty with puzzles, enhancing the game's accessibility while ensuring that it remains challenging for more skilled players.