Hi-Fi RUSH

Hi-Fi

RUSH

RUSH

RUSH

Hi-Fi RUSH is a rhythm action game released in 2023, with a bold, vibrant style that stands apart from Tango’s previous titles.

Hi-Fi RUSH is a rhythm action game released in 2023, with a bold, vibrant style that stands apart from Tango’s previous titles.

I joined the team during mid-production and was proud to contribute to a project that embraced such playful visuals and energetic motion. It was a rewarding experience that allowed me to grow as a designer and take on larger-scale design challenges.

I joined the team during mid-production and was proud to contribute to a project that embraced such playful visuals and energetic motion. It was a rewarding experience that allowed me to grow as a designer and take on larger-scale design challenges.

Modal & Overlay

Modal & Overlay

ITEM PARTS PICKUP

ITEM PARTS PICKUP

To encourage exploration, key item parts were scattered across stages for players to collect. I was responsible for the item pickup UI and its animation.

I design the interaction to feel satisfying, with a visual escalation that builds up to a even more rewarding moment when the final part completes the item.

To encourage exploration, key item parts were scattered across stages for players to collect. I was responsible for the item pickup UI and its animation.

I design the interaction to feel satisfying, with a visual escalation that builds up to a even more rewarding moment when the final part completes the item.

Parts Animation

Parts Animation

Completion Animation

Completion Animation

Modal & Overlay

Modal & Overlay

SIDE POPUPS

SIDE POPUPS

Players needed timely updates on sub-mission progress, collectibles, and achievements without getting interrupted during gameplay.

I unified these notifications into compact side pop-ups that communicate information clearly and briefly, while staying visually unobtrusive.

Players needed timely updates on sub-mission progress, collectibles, and achievements without getting interrupted during gameplay.

I unified these notifications into compact side pop-ups that communicate information clearly and briefly, while staying visually unobtrusive.

Side Mission & Hint System

Side Mission & Hint System

Achievement & Graffiti

Achievement & Graffiti

Modal & Overlay

Modal & Overlay

TUTORIALS

TUTORIALS

As Hi-Fi RUSH has a new rhythm-based battle system, it was essential to guide players smoothly.

I designed three types of tutorial windows—command prompts, text-only, and media-based windows. They’re responsive to content type and visually consistent with the game's style. These windows can adapt in size and appear throughout the game when new mechanics are introduced.

As Hi-Fi RUSH has a new rhythm-based battle system, it was essential to guide players smoothly.

I designed three types of tutorial windows—command prompts, text-only, and media-based windows. They’re responsive to content type and visually consistent with the game's style. These windows can adapt in size and appear throughout the game when new mechanics are introduced.

Modal & Overlay

Modal & Overlay

BATTLE CUT-IN

BATTLE CUT-IN

During the Mimosa boss battle, a rhythm-based parry event is introduced with a flashy cut-in animation.

I created this sequence to match the bold, high-energy aesthetic of the stage and to build anticipation for the player.

During the Mimosa boss battle, a rhythm-based parry event is introduced with a flashy cut-in animation.

I created this sequence to match the bold, high-energy aesthetic of the stage and to build anticipation for the player.

Modal & Overlay

Modal & Overlay

SP ATTACK CUT-IN

SP ATTACK CUT-IN

When players use the “Steal the Show” special attack, 808 (the cat!) charms enemies with dramatic poses.

I animated a playful camera aperture effect to spotlight 808’s cuteness and enhance the humor of the moment.

When players use the “Steal the Show” special attack, 808 (the cat!) charms enemies with dramatic poses.

I animated a playful camera aperture effect to spotlight 808’s cuteness and enhance the humor of the moment.

Game States

Game States

TRAINING ROOM MENU

TRAINING ROOM MENU

The training room lets players test combos, try special attacks, and learn enemy behavior.

I designed the full menu system, including navigation, combo lists, and switch toggles for controls. It was my first large-scale UI task. Looking back from now, I see opportunities to improve its stacking structure by adding tabs and collapsible sections to better organize the contents.

The training room lets players test combos, try special attacks, and learn enemy behavior.

I designed the full menu system, including navigation, combo lists, and switch toggles for controls. It was my first large-scale UI task. Looking back from now, I see opportunities to improve its stacking structure by adding tabs and collapsible sections to better organize the contents.

Game States

Game States

PAUSE MENU

PAUSE MENU

When I joined the project, the pause menu was a basic set of large, centered buttons without background. I redesigned it to display key metadata (like current stage info), added descriptions for each menu option, and aligned the visuals with the game’s UI style to improve clarity and consistency.

When I joined the project, the pause menu was a basic set of large, centered buttons without background. I redesigned it to display key metadata (like current stage info), added descriptions for each menu option, and aligned the visuals with the game’s UI style to improve clarity and consistency.

Game States

Game States

LEVEL SELECTION MENU (POST GAME)

LEVEL SELECTION MENU (POST GAME)

After the main story is cleared, players gain access to replay each stage to challenge more.

I designed the level selection menu that presents high-level stage info, with additional details available through another window. Visuals such as stage key art and highlighted high scores were used to help player recognize better and encourage them to replay more.

After the main story is cleared, players gain access to replay each stage to challenge more.

I designed the level selection menu that presents high-level stage info, with additional details available through another window. Visuals such as stage key art and highlighted high scores were used to help player recognize better and encourage them to replay more.

Game States

Game States

LOADING SCREEN

LOADING SCREEN

To make loading screens more fun, I animated musical notes floating out from 808 as if she were playfully “farting” them out. It was a small but charming detail that kept the game’s humor and rhythm alive, even during waiting time.

To make loading screens more fun, I animated musical notes floating out from 808 as if she were playfully “farting” them out. It was a small but charming detail that kept the game’s humor and rhythm alive, even during waiting time.

HUD: Info & Notifications

HUD: Info & Notifications

CHECKPOINT ICON

CHECKPOINT ICON

When the game autosaves, players see a small indicator confirming the saving point.

I designed this checkpoint icon based on Chai’s chest music player, using animated loops and color effects inspired by his teammates. The result was a rhythmic, upbeat visual that reinforced the theme of playing “in sync” with the team.

When the game autosaves, players see a small indicator confirming the saving point.

I designed this checkpoint icon based on Chai’s chest music player, using animated loops and color effects inspired by his teammates. The result was a rhythmic, upbeat visual that reinforced the theme of playing “in sync” with the team.

HUD: Info & Notifications

HUD: Info & Notifications

STUN GAUGE &
ENEMY HP BAR

STUN GAUGE &
ENEMY HP BAR

The stun gauge is an important indicator during battle that helps players identify when an enemy is vulnerable.

I designed its look and animation to clearly show build-up, add tension during battle, and celebrate the payoff when it breaks. I also added impact feedback animations when enemies take damage.

For the optional enemy HP bar, I kept the visuals minimal to avoid cluttering the screen.

The stun gauge is an important indicator during battle that helps players identify when an enemy is vulnerable.

I designed its look and animation to clearly show build-up, add tension during battle, and celebrate the payoff when it breaks. I also added impact feedback animations when enemies take damage.

For the optional enemy HP bar, I kept the visuals minimal to avoid cluttering the screen.

Title

Title

Title

Description

Title

Description

HUD: Info & Notifications

HUD: Info & Notifications

CANNON GAUGE

CANNON GAUGE

In Track 10, players defend a cannon while fighting enemies. I created a custom gauge UI to show hacking progress and cannon durability. I styled it to reflect the metal-heavy visual theme of the cannon.

Similar gauges appear in other tracks, so I adjusted the visuals contextually to give each one a distinct personality.

In Track 10, players defend a cannon while fighting enemies. I created a custom gauge UI to show hacking progress and cannon durability. I styled it to reflect the metal-heavy visual theme of the cannon.

Similar gauges appear in other tracks, so I adjusted the visuals contextually to give each one a distinct personality.

Cannon Gauge Animation

Cannon Gauge Animation

HUD: Info & Notifications

HUD: Info & Notifications

MIMOSA DANCE BATTLE GAUGE

MIMOSA DANCE BATTLE GAUGE

During the rhythm-based dance battle with Mimosa, we needed a gauge to reflect each side’s performance and progress.

I designed a dynamic bar with expressive side elements that visually represent Chai and Mimosa. As one gains the upper hand, the opposing side appears to struggle. It adds energy and narrative to the mini rhythm game.

During the rhythm-based dance battle with Mimosa, we needed a gauge to reflect each side’s performance and progress.

I designed a dynamic bar with expressive side elements that visually represent Chai and Mimosa. As one gains the upper hand, the opposing side appears to struggle. It adds energy and narrative to the mini rhythm game.

HUD: Info & Notifications

HUD: Info & Notifications

TREASURE BOX INTERACTION

TREASURE BOX INTERACTION

To open treasure boxes, players must complete a rhythm-based button mash challenge.

I animated a dramatic, looping button prompt inspired by exaggerated expressions from old-school cartoons, adding playfulness and energy to a small interaction.

To open treasure boxes, players must complete a rhythm-based button mash challenge.

I animated a dramatic, looping button prompt inspired by exaggerated expressions from old-school cartoons, adding playfulness and energy to a small interaction.

Mash Button Animation

Mash Button Animation

Marketing and Merchandise Art

Marketing and Merchandise Art

VINYL PACKAGE DESIGN

VINYL PACKAGE DESIGN

Beyond in-game UI, I also handled graphic design for the official Hi-Fi RUSH vinyl soundtrack. I was given creative freedom to design inner sleeves and record labels for four disks. Each design represented a team member, combining their facial features, colors, and signature elements to express their unique personalities.

Beyond in-game UI, I also handled graphic design for the official Hi-Fi RUSH vinyl soundtrack. I was given creative freedom to design inner sleeves and record labels for four disks. Each design represented a team member, combining their facial features, colors, and signature elements to express their unique personalities.

Product Mockup from Laced Records

Product Mockup from Laced Records