Proxima-B / Interface design and UI system
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.
The Challenge
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
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 Result
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.