A story-driven UI system
for space.

I designed an interconnected operating system for the fictional space station in Proxima-B, built to support 80 on-camera screens.

Two weeks. Eighty screens. One coherent world.

Every interface had to be filmed in camera. On a two-week timeline, I needed a system that could produce many distinct screens, animations, and states without losing continuity.

The shift was from designing 80 individual interfaces to building one story-driven system that could generate them all.

Production challenge
System response
80 separate screens
One connected operating system
Two-week production
Reusable interface logic
Distinct screens and states
One shared narrative foundation
Continuity checked screen by screen
Continuity built into the system

The story became the design logic.

I gave the operating system its own internal logic and subplot, so every screen could grow from the same narrative foundation. The result was a connected interface world rather than 80 individually designed screens.