Overview
The main idea behind Signal Tower is that progression
should feel earned through choices, not repetition. Instead of relying on grinding and
passive advancement, the system is built on trade-offs, resource management & decision points
that create lasting consequences.
A major part of the concept is making one stage feel connected to the next. The player
is not simply completing isolated actions, but navigating a system where pressure builds over time
and earlier choices can reshape the players future options
Interface Preview
[ADD IMAGE HERE — main control screen / terminal view / strategy dashboard]
[ADD IMAGE HERE — upgrade panel / decision screen / mission state UI]
Concept & Direction
The visual direction supports the larger system rather than replacing it. Darker surfaces,
controlled interface elements & a "lost signal" atmosphere were used to reinforce
pressure, instability & stategic control.
Rather than treating the interface as decoration, the goal was to make it feel like part of the
experience itself. The design needed to carry tension & mood, while still staying
structured enough for progression, decisions & system states to remain clear.
Flow / Interaction
Interaction in Signal Tower is designed around deliberate action and visible
consequences. Managing resources, advancing through stages & making choices under pressure
are all meant to feel connected, so that progress always carries weight.
The flow is intended to support tension rather than remove it. Each action
should feel considered, with feedback that helps the player understand the state of the
system without making decisions feel automatic or free of risk.
Applied Screens
[ADD IMAGE HERE — screen 1]
[ADD IMAGE HERE — screen 2]
[ADD IMAGE HERE — screen 3]
Applying the concept across multiple screens helped define how the system should
work as a whole. Control panels, progression states & decision based views
all needed to feel connected so the interface could support both clarity and tension.
Showing the project across different interface states made it easier to shape
consistency, pacing & hierarchy. It also helped to turn the idea into a
more complete system instead of a single visual concept