Hi everyone! I have been working on a small game in my free time for about a month now called Lunokhod (named after the soviet lunar rover). My goal is to make something in 2-3 months with a reasonable amount of polish, since I have 2-4 days a week to work on the project.
One of the ways I wanted to challenge myself, was to do all of the art myself. I am not an artist, but I was curious to see what it would look like if I had to create art. I think you might find my workflow neat/interesting.
I decided to start with the UI. I knew I wanted to emulate the look of old spaceship cockpits, but since the game takes place in the 80s, there should be legacy electronics alongside more modern displays. A good example of the displays I wanted to emulate are the original “glass” displays in the F15 or US Space Shuttle.
I have heard that this aesthetic is called “Cassette Futurism” but really the examples of cassette futurism I have seen online don’t really look similar and are all over the place.
I really like the extreme Skeuomorphism of the UI in the game Highfleet. The Highfleet UI is hand-drawn, but I think the reason it looks so accurate is because all the dials and gauges use real military hardware as references. I think that even if you don’t know what the milspec UX rules were for old radios, your brain picks up on the design rules implicitly. So when someone copies those design rules or violates them, things will look “wrong” or “right”. I tried to keep this in mind while working.
Initially I started with photobashing. There are some old Tektronix oscilloscopes and function generators at a local hackerspace. I took some images of them and I liked the results:
Unfortunately, photobashing doesn’t provide me with the level of control I’d like for animated buttons with multiple states. It is also very difficult to do well without images that you can control yourself. So if you don’t have access to a flight control panel, it can be hard to make things look right.
I decided to try using CAD to mock up control panels that looked similar to existing ones, pull them into Blender, fix up the normals and UV mapping, and then apply materials to make them look how I wanted.
This is a panel from the Buran Soviet space shuttle:
If you notice, there are 2 sizes of screws. For most things that fly, you get a Jenga block-shaped hole for your avionics panel to go in. That “block” often has different subsystems, which themselves can be removed. That’s why it looks like panels on panels. This totally clashes with the appearance of the minimap UI element, so at a later date I need to figure out how to make it look more “space-ey”.
I created a CAD model with this “panels in panels” look in FreeCAD, exported that to Blender, and gave it a “powder coated metal” material (plus some 3D models of screws from McMaster-Carr)
That same maker space has an old Eletronika BK-0100-01 home computer, so I copied the color scheme of that keyboard and found an STL file for old Commodore 64 keycaps. Then I rendered each one individually in up/down positions so they would have accurate lighting. I think the end result looks pretty good.
The current iteration of the UI:
It’s a bit ugly and not very cohesive at the moment. The top-left and bottom-right elements match each other, but the bottom-left elements feel discordant. I think either everything needs to be rendered, or everything needs to be photobashed. I also need to do another pass to add wear to elements, make the screws brushed stainless steel, etc. This is turning out to be much harder than I thought. I’m gonna take a break on this UI stuff and revisit the game loop for a bit.
Negatives:
- The resource UI panel in the top-left is very dense and I find it difficult to read. Unfortunately I’m not sure of a better way to represent the resources in the game

- Upon reflection, it doesn’t make sense for the oscilloscope elements to be on a space thingy. Mixing consumer electronics elements and aerospace elements does look a bit discordant.
Positives:
- With the audio connected, I think the UI buttons are very fun/satisfying to use. I recorded the button sounds from a vending machine at the office for the time control buttons, and used an old IBM keyboard for the unit menu button sounds. They feel very satisfying to use (to me at least).
Quick demo of the UI:















