Big Time is a multiplayer online RPG built around a story of time travel and historical figures. Its core hook is the Pocketwatch — a wearable item that fully swaps your class — and every cosmetic you earn is tradeable on the Openloot platform, so your loot is truly yours. The challenge was building an interface that could make all interconnected systems feel instinctive rather than overwhelming. Huge shout-out to Florencia Sanchez — her research and sharp calls on the tough decisions shaped a lot of what's here.
The Simple HUD is what you start the game with — chat, player health bars and XP, weapon swap, consumables stash, hotbar, quest tracker, map, and currencies. The Full HUD layers everything else on top: party UI, center-screen messages, Combo UI, notifications, item pickups, and ailments/buffs sitting right next to health, along with the enemy's health bars. Together, the two versions show the best-case and worst-case density a player will ever see on screen.
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Full
Every equipment slot follows the same three-column pattern: browse on the left, compare stats in the middle, see what's currently equipped on the right. Rarity is color-coded consistently (common white, uncommon green, rare blue, epic purple, legendary orange) across every screen in the system, so a player can price an item at a glance before ever opening the details.
Consumables, gems, gears, and equipment icons were modeled and rendered from scratch in Blender.
A branching skill tree where node state reads at a glance: unlocked nodes are colored, locked-but-available nodes are colorless, and not-yet-reachable nodes are greyed out — no reliance on a legend to parse the tree. Highlighted tracks tie each branch together for even easier reading. The active-skill detail panel shows current vs. next-rank specs side by side, so upgrading is a comparison, not a guess.
Quests are grouped by type (Main, Secondary, Bounties, Completed) with a single tracked quest pinned at the top. The detail panel always shows the same three things in the same order — brief, objectives, rewards — so a player scanning quickly always knows where to look for "what do I get."
The crafting flow breaks a single decision into three legible steps — pick the category, pick the item, confirm the cost — before committing a player to a real-time craft timer. Bonus Rolls sit as an optional side-system: spend extra currency for better odds, entirely separate from the core recipe.
Buying and selling share the same three-column browse/detail/action layout used everywhere else in the shell — a player who's learned any other screen in the game has already learned this one, just with a tab switch between the two directions.
Placing a decoration keeps the world visible behind the picker — rarity, category, and deco text sit in a callout without ever pausing or fading the 3D scene, so the player can see exactly where the object will land before confirming.
The shell around the game: config and social. None of it is glamorous, but a group-focused RPG lives or dies on how easy this layer is to use.
The throughline is pattern reuse, not novelty: the same three-column browse/detail/action layout runs through Inventory, Weapons, and the Vendor; rarity is color-coded identically everywhere; skill nodes read their state through fill alone. Learn one screen and you've learned most of the game's shell — so new systems layer onto a vocabulary the player already has, instead of teaching a new one.