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 |
The Onyx Editor was an ambitious 5TH Cell effort, ingenious in architecture and practical in use thanks to its design and visual appeal. I was asked to create the visual language, design system, and interaction patterns for its customizable window system.
Working with another talented Principal Artist and UX designer, Luis Yepez, we set out to make something useful and enjoyable to use.
Context
Modern game development environments have since improved their visual polish and added artist-oriented features. Legacy toolsets were rarely designed for artist UX. Most industry interfaces used default, unstyled frameworks that lacked clear visual hierarchies and did not pair color with function.
Industry Comparison & Design Motivations
- RPG Maker: Used only standard OS windowing frameworks. The layout was dense and text-heavy, with no deliberate color coding or visual hierarchy.
- Unity: Had a modular layout, but low visual clarity and unrefined styling made tools hard for artists to find.
- Unreal Engine: Had the best layout structure and feature set of the group, yet its interface still lacked a cohesive, pleasing look designed to reduce fatigue during long production work.
We aimed to move past these conventions with an intuitive visual structure, polished aesthetics, and color/shape pairings that signaled function, setting a new standard for game development toolsets.



Functional Benchmark
Unreal Engine was the closest analogue to our toolset. Its features and organization set key workflows that inspired our own design.
Architectural Inspiration
- Node-Based Material Editor: Showed a clear, visual way to build complex shaders with connected logic trees instead of code.
- Integrated World Editor & Asset Library: Had a clean, unified viewport and structured content management, so levels could be built by drag and drop.
- Blueprints Visual Scripting: Was new at the time, and let non-programmers build complex game logic and debug behavior visually with nodes.





UX Innovation
This slide covers the proprietary engine UI/UX designed at 5th Cell, with system and UX design led by Luis Yepes. It focused on a consistent workflow and logical grouping of interaction patterns to simplify production pipelines, and it anticipated interaction models later seen in engines like Godot.
Inferences from Unreal Engine Functionality
- Modular Dockable Workspace: Keeps the multi-panel layout, with a primary 3D viewport, object outliner, and dedicated property inspection panels.
- Timeline & Sequence Controls: Has keyframe timelines and playback controls for managing animation tracks, as established engine toolsets do.
- Tree View Hierarchy: Uses nested trees 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 in one workspace, so users need not switch between sub-editors.
Compact State Machines & Blend Controllers: Replaces wide visual-scripting node graphs with compact, 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 side-by-side Input and Output variable lists that map data flow and bindings.
Inline Property Configuration: Puts explicit variable typing, data-binding options (Expose in Flow), and inline documentation fields in the property inspector.



Visual Design System & Aesthetics
This initial design framework set the visual identity for the whole toolset. The goal was to balance utility with an appealing, artist-friendly look.
Key Visual Principles
- Intentional Color & Contrast Grouping: Uses selective color accents against dark neutrals to group related tools. High-contrast highlights draw the eye to active modes, transformation values, and key action buttons.
- Skeuomorphic Iconography vs. Utilitarian Frames: Pairs tactile, slightly skeuomorphic 3D tool icons with clean, utilitarian panel framing. The stylized icons show function through familiar real-world forms (like light bulbs, hammers, and terrain sculptors) and add visual richness to the workspace.
- Clear Active/Inactive Tab States: Shows tab states explicitly across the top navigation bar. The active tab (
Zone_01*) has a dark fill, white lettering, and an accent bar, which set it apart from dimmed, low-contrast inactive tabs.



Production Implementation
Once the core visual target was set, Luis and the Tools team extended the design language across the full software suite, adding functionality while keeping to the established aesthetic.
Implementation of System Tenets
- Dockable Workspaces & Familiarity: Turned the initial tabbed prototypes into a multi-pane dockable interface. The dark gray theme and consistent top-level tab headers keep panel arrangements familiar, even when complex.
- Entity Hierarchy Visualization: Applied object-oriented entity trees to the Scene Outliner. Distinct icons identify object components, such as particles, audio emitters, camera behaviors, and trigger scripts, so nested relationships are clear at a glance.
- Paired Iconography & Text: Uses icon-plus-label buttons by default across primary toolbars (e.g.,
Add Object,Add Component,Convert to Prefab). This speeds onboarding, and power users can collapse the labels. - Value & Color Scale for Reduced Strain: Kept contrast tightly controlled across panel surfaces. Dark neutral backgrounds reduce fatigue, while high-value fills and distinct highlight outlines draw the eye to active numeric inputs and selected parameters.
- Peripheral Differentiation via Distinct Panel Profiles: Gave each property inspector its own shapes, field outlines, and color coding (e.g., Transform controls vs. Exposed Variable properties). Artists can find key panels in peripheral vision without breaking focus.

Extrapolating the System Architecture
The team kept developing the visuals and began building the production-ready system. These mockups show how the initial principles were applied across complex modal dialogs, deep component trees, and environmental tooling.
Key System Adaptations & Extrapolations
- Modal & Dialog Styling: Applied the dark-neutral palette and pill-button look to complex pop-ups (such as the New Terrain dialog). Material slots carry high-contrast spherical asset previews, which match the secondary inspector panels.
- Specialized Terrain & Painting Controls: Extended the top ribbon’s skeuomorphic icons into dedicated sub-toolbars for sculpting (
Raise,Flatten,Smooth) and painting. Palette slots have drag-and-drop zones (DROP MATERIAL TO ADD), 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 has color-coded bullet nodes, clear asset thumbnails, and inline field overrides, so deep dependency chains are easy to read. - Performance & Environmental Monitoring: Carried the color-coded feedback rules into a dedicated bottom bar. Time-of-day scrubbers use full-spectrum gradient sliders, and engine performance stats (object counts, memory usage, dynamic lights) use progress bars with high-contrast warning thresholds.
- Detachable & Contextual Panel Mechanics: Gave secondary windows red-accented close and detach controls (
Properties (detachable tab)*). Hover states and contextual tooltips (Holding Ctrl+Alt shows tip...) help onboarding without cluttering the main layout.


Project Outcome & Key Lessons Learned
Outcome
The tool met its core goal: a functional, artist-friendly UX with an appealing visual identity that users enjoyed. Its acquisition by ArenaNet after 5th Cell’s studio closure in 2016 is evidence of that, and it is still part of ArenaNet’s internal development pipeline.
Lessons Learned
Efficacy of Domain Division: Separating creative direction from systems UX execution worked well. Setting the visual identity first let the tools team extend the language across complex features without losing visual cohesion.
Prioritizing Tool Utility: Building workflows around artist needs (intuitive object hierarchies, paired iconography, peripheral-friendly panel profiles) produced a functional toolset that cut friction and fatigue.