Onyx Editor
Making Creation Delightful
| ROLE | Visual Designer, Interaction Designer |
| TEAM | Myself, UX Designer, UI Engineer |
| TIMEFRAME | Q1 2014 |
| PLATFORM | PC |
| CONSTRAINTS | Needed to support ECS style Pattern -> component content structure. Support for next-gen features like hot reloading , in-editor game window,. Needed to feel delightful to use. |
| SCOPE | Full proprietary game engine and toolkit |
| OUTCOME | Purchased by Arenanet for an undisclosed sum |
One of 5TH Cell’s many ambitious efforts, the Onyx Editor was both architecturally ingenious and practical in use thanks to it’s thoughtful design and strong visual appeal. For the editor, I was asked to come up with the visual language and the interaction patterns of the customizable window system.
Working alongside another of 5TH Cell’s incredibly talented Principal Artists and UX designer, Luis Yepez, we set out to make something that was a delight to use.
Context
While modern game development environments have since evolved to offer significantly improved visual polish and artist-oriented features, legacy toolsets were rarely designed with artist UX in mind. The prevailing industry interfaces relied heavily on default, unstyled frameworks that failed to establish clear visual hierarchies or pair color with function.
Industry Comparison & Design Motivations
- RPG Maker: Depended entirely on standard OS windowing frameworks, resulting in a dense, text-heavy layout without intentional color-coded functionality or visual hierarchy.
- Unity: Offered a modular layout, but its interface suffered from low visual clarity and unrefined styling, making tool discovery counterintuitive for artists.
- Unreal Engine: Offered the best layout structure and feature set of the group, yet its interface still lacked a cohesive, visually pleasing aesthetic designed to reduce cognitive fatigue during prolonged production.
Our goal was to push ahead of these standard conventions. Rather than settling for utilitarian function, we strove to prioritize an intuitive visual architecture, pairing high aesthetic polish with functional color language to establish a forward-thinking standard for internal toolsets.



Functional Benchmark
Unreal Engine served as the closest functional analogue to our target toolset. It provided leading-edge functionality and organization, establishing key workflows that directly inspired our proprietary design.
Architectural Inspiration
- Node-Based Material Editor: Demonstrated a clear, visual methodology for complex shader creation using connected logic trees rather than code.
- Integrated World Editor & Asset Library: Offered a clean, unified viewport paired with structured content management for seamless drag-and-drop level construction.
- Blueprints Visual Scripting: Represented a breakthrough paradigm at the time, enabling non-programmers to construct complex game logic and debug behaviors visually through node setups.





UX Innovation
This slide details the proprietary engine UI/UX designed at 5th Cell (with system & UX design work led by Luis Yepes). The focus was on establishing a consistent workflow and logical grouping of interaction patterns to streamline functional pipelines—anticipating interaction models later seen in modern engines like Godot.
Inferences from Unreal Engine Functionality
- Modular Dockable Workspace: Retains the multi-panel layout structure, featuring a primary 3D viewport, object outliner, and dedicated property inspection panels.
- Timeline & Sequence Controls: Incorporates keyframe timelines and playback controls for animation track management similar to established engine toolsets.
- Tree View Hierarchy: Uses nested tree structures to manage scene layers, animation states, and object parameters.
Functional Departures & UX Innovations
Integrated Character & State Authoring: Combines mesh preview, state tree management, animation timeline scrubbing, and parameter controls into a single unified workspace, avoiding the need to jump between separate sub-editors.
Compact State Machines & Blend Controllers: Replaces wide visual-scripting node graphs with compact, structured list-based state machines and dedicated directional controllers (e.g., the 8-Way Blend radial selector).
Direct Input/Output Variable Mapping: Replaces complex wiring diagrams with direct, side-by-side Input and Output variable lists to map data flow and logical bindings cleanly.
Inline Property Configuration: Integrates explicit variable typing, data-binding options (Expose in Flow), and inline documentation fields directly inside the property inspector.



Visual Design System & Aesthetics
This initial design framework established the visual identity for the entire toolset. The goal was to balance functional utility with an appealing, artist-friendly aesthetic.
Key Visual Principles
- Intentional Color & Contrast Grouping: Leverages selective color accents against dark neutrals to cluster related tools into clear visual groups. High-contrast highlights draw immediate focus to active modes, transformation values, and key action buttons.
- Skeuomorphic Iconography vs. Utilitarian Frames: Combines tactile, slightly skeuomorphic 3D tool icons with clean, utilitarian panel framing. The stylized icons clearly communicate function through familiar real-world forms (like lighting bulbs, hammers, and terrain sculptors), adding visual richness to the workspace.
- Clear Active/Inactive Tab States: Employs explicit tab states across the top navigation bar. The active tab (
Zone_01*) uses a distinct dark-mode fill, clear white lettering, and an accent bar, separating it immediately from dimmed, low-contrast inactive tabs.



Production Implementation
Once the core visual target was established, Luis and the Tools team extrapolated the design language across the full software suite, scaling functionality while strictly adhering to the established aesthetic tenets.
Implementation of System Tenets
- Dockable Workspaces & Familiarity: Translated initial tabbed prototypes into a robust, multi-pane dockable interface. The dark gray theme and consistent top-level tab headers maintain spatial familiarity across complex panel arrangements.
- Entity Hierarchy Visualization: Applied object-oriented entity trees directly to the Scene Outliner. Distinct icons immediately identify object components—such as particles, audio emitters, camera behaviors, and trigger scripts—making nested relationships intuitive at a glance.
- Paired Iconography & Text: Embedded default icon-plus-label configurations across primary toolbars (e.g.,
Add Object,Add Component,Convert to Prefab). This layout accelerates onboarding while preserving the option to collapse elements for power users. - Value & Color Scale for Reduced Strain: Maintained strict contrast control across panel surfaces. Neutral dark backgrounds reduce fatigue, while high-value fills and distinct highlight outlines draw immediate focus to active numeric inputs and selected parameters.
- Peripheral Differentiation via Distinct Panel Profiles: Assigned unique visual shapes, field outlines, and color coding to individual property inspectors (e.g., Transform controls vs. Exposed Variable properties). These distinct profiles allow artists to locate key panels using peripheral vision without disrupting workflow focus.

Extrapolating the System Architecture
Continuing to expand on the visuals, the team began building the production-ready system. These mockups illustrate how initial visual principles were systematically applied across complex modal dialogs, deep component trees, and environmental tooling.
Key System Adaptations & Extrapolations
- Modal & Dialog Styling: Applied the established dark-neutral palette and pill-button aesthetics to complex pop-up interfaces (such as the New Terrain dialog). Material slots inherit high-contrast spherical asset previews, maintaining visual continuity with secondary inspector panels.
- Specialized Terrain & Painting Controls: Scaled the top ribbon’s skeuomorphic icon treatment into dedicated sub-toolbars for sculpting (
Raise,Flatten,Smooth) and painting. Palette slots integrate direct drag-and-drop zones (DROP MATERIAL TO ADD) with distinct color swatches and instance-density sliders. - Component-Based Tree Architecture: Expanded the Unity-style object hierarchy into multi-tiered, collapsible component drawers (
Model Component,Collection Components). Each nested layer uses color-coded bullet nodes, clear asset thumbnails, and inline field overrides to make deep dependency chains easily readable. - Performance & Environmental Monitoring: Translated color-coded feedback rules into a dedicated bottom bar. Time-of-day scrubbers use full-spectrum gradient sliders, while engine performance stats (object counts, memory usage, dynamic lights) use visual progress bars with high-contrast warning thresholds.
- Detachable & Contextual Panel Mechanics: Formatted secondary windows with explicit, red-accented close/detach controls (
Properties (detachable tab)*). Hover states and contextual tooltips (Holding Ctrl+Alt shows tip...) were integrated into the framework to assist user onboarding without cluttering the primary layout.


Project Outcome & Key Lessons Learned
Outcome
The tool achieved its core objective: delivering a highly functional, artist-friendly UX paired with an appealing visual identity that users genuinely enjoyed using. Its effectiveness was proven when the system was acquired by ArenaNet following 5th Cell’s studio closure in 2016, where it continues to serve as an active component of their internal development pipeline.
Lessons Learned
Impact of Team Dynamics: Technical and creative success relies heavily on team cohesion. Interpersonal friction and communication breakdowns ultimately diminish overall output, reinforcing the importance of empathy, collaboration, and relationship-building in creative leadership.
Efficacy of Domain Division: Clearly delineating creative direction from systems UX execution worked exceptionally well. Establishing the foundational visual identity first allowed the tools team to extrapolate the language across complex features without losing visual cohesion.
Prioritizing Tool Utility: Building workflows around artist needs—such as intuitive object hierarchies, paired iconography, and peripheral-friendly panel profiles—resulted in a highly functional toolset that significantly reduced friction and cognitive fatigue.