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12 Bullets to Midnight
12 Bullets to Midnight is a high-speed FPS roguelike available as a Discord Activity, and soon, on Steam. The game places a strong emphasis on speed, strategic shooting, and resource management, with every shot counting toward your score.

The Results Screen celebrates performance with bold score presentation and strong visual framing. I focused on hierarchy—score first, rewards second, leaderboard breakdown third—to reinforce mastery and progression. The layout balances spectacle (character pose, environmental splash effects) with structured data, making performance instantly readable while still feeling celebratory and shareable.

The Pit Stop acts as a pacing reset between intense runs. I designed this screen to feel playful and character-driven while keeping purchase decisions fast and readable. Clear pricing hierarchy, ability grouping, and high-contrast upgrade cards ensure players can make quick strategic choices without losing momentum. The oversized “GO” CTA reinforces flow—minimizing friction between decision-making and action.

The Customization screens were built to feel tactile and modular. Large 3D previews anchor the experience, while the right-rail navigation keeps category switching intuitive (Weapon, Graffiti, Color Theme, etc.). I emphasized clarity around unlock states and requirements to reduce confusion and encourage progression. The goal was to make customization feel rewarding without overwhelming players with options.

The Home Screen establishes the game’s kinetic identity immediately—bold typography, sharp color blocking, and strong diagonal composition mirror the game’s speed-driven movement. I designed a layout that prioritizes instant entry (“Tower” / “Random”) while supporting secondary navigation like Collection, Settings, and Friend Feed without clutter. The goal was clarity at a glance while maintaining the game’s rebellious, graffiti-inspired tone.