Back

One interface system for a whole multiplayer city.

HELIX

  • Game UX/UI
  • UI System
  • Product
Role
Lead UI/UX Designer (team of 3)
Client
Hypersonic Laboratories Inc. · Helix
Year
2022-2023

Design

  • Figma
  • Photoshop
  • LottieFiles

AI

  • Midjourney
  • ChatGPT
AI Summary

I led the interface for Helix, a user-generated sandbox platform on Unreal Engine 5, and owned the UI for its flagship roleplay mode from first concept to release. I grew a partial design system into one language that stays readable across banking, shops, a casino, police tools, property, and a full in-game phone, and serves four player roles without splitting into one-off screens. The platform has since raised $7M (total $11M, led by Play Ventures).

The core in-game interface of Parallel City Online, Helix's flagship roleplay mode.

Research & discovery

Before touching a screen I mapped how four roles actually move through a live session, then pressure-tested the old UI against real play.

8 moderated playtestsHeuristic audit, 40+ screensCompetitive teardown: GTA RP, FiveM, RustRole journey maps ×4
61%

of new players never opened the in-game phone, where half the systems live.

3.2×

longer for first-timers than veterans to finish a bank transfer.

4 roles

civilian, robber, police, admin. Each one needed the same surfaces to behave differently.

Players who found the phone app38% → 91%
First bank transfer done without help52% → 84%
HUD readable over moving 3D scenery96%

The problem

A live multiplayer world runs dozens of overlapping systems at once: banking, shops, a casino, police tools, property, inventory, a full in-game phone. Four roles use them with opposite goals: civilians, robbers, police, and admins. My job was to grow a partial design system into one coherent language that holds across all of it, stays readable inside a busy 3D world, and serves each role differently without fragmenting into one-off screens.

My role

Lead UI/UX designer in a team of three. On PCO I owned the interface end to end: the design system, every screen and its states, and the interactive Figma prototypes. I drove it from first concept to release (Dec 2022 to 2023).

A system, not a screen kit

I locked the partial palette into semantic roles so meaning reads the same on every screen. The trade-off was a deliberately narrow palette over per-screen freedom. In a crowded 3D scene, instant legibility won.

Colour tokens

Brand
#41CCB1
Primary actions & brand
Currency
#FFC93E
Money & highlights
Alert
#AC3434
Warnings, errors, occupied
Surface
#FFFFFF
Text & light surfaces

Button states

The character menu, a fully animated prototype built in Figma

A casino you walk into

The casino is a venue inside the world, with its own interface and a full iGaming suite. I gave every game one shell (balance, bet, potential gain) instead of bespoke layouts, so players learn the pattern once and reuse it at every table.

Roulette, the shell every other game reuses
Poker
Blackjack
Slots

One system, four roles

Civilians, robbers, police, and admins share the same components and styling, but get different content and permissions. Order and money take context-fitting forms on one set of tokens.

Creating a character, from slot select to registration.

Role tools for police and admins.

Police fines, kept as a physical ledger
The admin panel, with who is online and ban confirmations
Admins working through an incident

A phone that feels like iOS but is legally ours

The in-game phone had to read instantly as a real device without copying iOS. So I built an iOS-familiar phone OS as an original system: recognisable patterns, components that are mine. The double constraint with a star: it is a mobile interface operated by a mouse in-game, so touch ergonomics had to translate to a cursor.

Profile

Systems across the city

I built each new screen from the same components rather than to its own logic. That gave up some local optimisation, but it kept the system maintainable as the world grew, so an auto shop, a bank, a weapon shop, a vending machine, the city map, and the in-game dialogue all read as part of one whole.

Inside the auto shop, from tuning to plates.

The in-game bank, with balances, transfers and a virtual card
The city map, with waypoints and points of interest
The weapon shop, a black market
A vending machine, fully prototyped in Figma
Talking to an NPC through the in-game dialogue

States, not statics

Every screen was designed as a set of states and prototyped interactively in Figma: hover, selected, installed, revealed, plus the flows between them. It was a hard requirement, since prototypes were how the team reviewed and how the engineers built.

Inventory drag: a live, working state rather than a flat mockup.

Key decisions, and what they cost

A handful of calls shaped everything downstream across a dozen systems and four roles.

01

Identity split from function

Colour and iconography carry who you are (role); layout and components carry what you're doing (task). Screens reskin per role instead of forking.

Trade-off: Roles share components, so editing the bank screen ripples to all four. Every change needs a four-role regression pass.

02

One token set, not per-feature themes

Banking, casino, police and property all draw from a single token scale, so the world reads as one place.

Trade-off: Truly exceptional moments (a legendary drop, a critical alert) are hard to push without bending the scale.

03

The phone as the systems hub

The in-game phone became the single home for shops, banking and comms, so people learn one model instead of a dozen entry points.

Trade-off: Puts heavy weight on one surface; its information architecture had to be near-perfect.

04

Prototype every state in Figma

Empty, loading, error and success drawn for each flow before hand-off, so engineering had no guesswork.

Trade-off: Slower hand-off up front; paid back as fewer build-time surprises.

Once the phone became the home for everything, I stopped explaining the UI in onboarding. People just opened it.
Playtest debrief · Helix

Outcome

Helix raised a $7M round (total $11M to date, led by Play Ventures) for the platform I designed the interface for. PCO went from concept to release, and the system was reused and implemented across the platform. My UI appears in the company's showcases and social channels.

$7M

raised for Helix (total $11M, led by Play Ventures), the platform I designed the UI for

1,000+

concurrent players the platform supports

8+ systems

banking, casino, police, property and a phone, unified on one token set across four roles

What I learned

  1. 01

    Separating identity from function let one language serve roles with opposite goals.

  2. 02

    Prototyping every state in Figma caught flows that static screens hide.

  3. 03

    The narrow palette kept the world legible, but it made genuinely exceptional states (a legendary drop, a critical alert) hard to push without bending the system. Next time I'd budget one or two spotlight tokens up front.

Design
Ivan Legchilov (lead)
Team
3 designers
Company
Hypersonic Laboratories Inc.
Year
2022-2023
Let’s work together