VEINBREAKER (2025)

VEINBREAKER (2025)
Game UI/UX Design / Motion Graphics / Sound Design

Game UI/UX Design / Motion Graphics / Sound Design

Time frame: 5 Days

Tools used: Figma, Premier Pro

Time frame: 5 Days

Tools used: Figma, Premier Pro

VEINBREAKER: Apostate Arena is a conceptual game UI/UX project set in a dystopian future where neural networks are worshipped as divine systems, and players must sever their link to reclaim agency. Designed as an anti-tech-religious 2D fighting game, Veinbreaker explores themes of control, rebellion, and identity through a richly stylized interface that merges corrupted data aesthetics with visceral, blood-coded metaphors. The UI reflects this narrative tension — sacred yet unstable, intuitive yet unnerving — with glitchy menu systems, voice-driven interaction elements, and poetic in-game messaging.


The project draws inspiration from titles like Guilty Gear, Shin Megami Tensei, and early 2000s fighting games, while incorporating a more narrative-driven UX flow. Every element — from the apostate faction selection to the pre-match "scripture" screens — was crafted to feel like interacting with a living doctrine. The UI acts not just as a layer of information, but as a mechanical extension of the world’s belief system, placing the player in tension with every menu they navigate and every command they execute.

VEINBREAKER: Apostate Arena is a conceptual game UI/UX project set in a dystopian future where neural networks are worshipped as divine systems, and players must sever their link to reclaim agency. Designed as an anti-tech-religious 2D fighting game, Veinbreaker explores themes of control, rebellion, and identity through a richly stylized interface that merges corrupted data aesthetics with visceral, blood-coded metaphors. The UI reflects this narrative tension — sacred yet unstable, intuitive yet unnerving — with glitchy menu systems, voice-driven interaction elements, and poetic in-game messaging.


The project draws inspiration from titles like Guilty Gear, Shin Megami Tensei, and early 2000s fighting games, while incorporating a more narrative-driven UX flow. Every element — from the apostate faction selection to the pre-match "scripture" screens — was crafted to feel like interacting with a living doctrine. The UI acts not just as a layer of information, but as a mechanical extension of the world’s belief system, placing the player in tension with every menu they navigate and every command they execute.

e: miguel.landingin@icloud.com | Miguel Landingin Portfolio 2025

e: miguel.landingin@icloud.com | Miguel Landingin Portfolio 2025

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