Fromville
A fan-made survival-management concept inspired by FROM: get everyone home before sunset.
Role: Game UI/UX & Prototyping · Timeline: 2026 · In progress · Team: Personal project · Platform: PC prototype
Fan-made Concept, Survival Management, Game UI/UX, Unreal Engine
An unofficial fan-made concept inspired by the TV series FROM. A personal portfolio study, not affiliated with or endorsed by the series or its rights holders. Existing characters and series imagery belong to their respective rights holders.
Overview
What if surviving FROM meant looking after the whole town? Fromville is a fan-made game concept built around one recurring decision: how to get people into protected shelters before dark. The interface connects a living town map, individual residents, limited supplies and a night-time story. These screens are captured from a working Unreal Engine prototype.
The Challenge
The player needs to understand who is still outside, which shelters have room and how long remains until sunset, while keeping the town itself in view. A house can have space but no protection; a resident can be on the way home without being safe yet. Those differences need to be clear at a glance, especially when the clock is running.
The Solution
Organize the interface around three levels of attention: town-wide status in the header, local decisions in cards anchored to buildings, and a focused story panel for consequential choices. Keep time and the sunset countdown visible. Reveal shelter details on demand, show travel as a separate state from arrival, and pause time when a narrative decision opens. Weathered surfaces, warm light and restrained gold accents carry the atmosphere across the system.
Results
The current result is a working local Unreal prototype with a time-aware menu, an interactive town map, shelter actions, resident profiles and one authored night incident with persistent consequences. The case demonstrates interface behavior in engine. It remains a fan-made concept in development; usability studies and a public game release are outside the current scope.
Key Takeaways
- Make urgency readable at both scales: the town-wide countdown and the warning attached to a particular shelter.
- An action needs intermediate states. Sending someone home, waiting for their arrival and confirming safety should look different.
- Atmosphere depends on readable UI: measured text, stable contrast and panels that stay within the viewport.
- A narrative choice is easier to weigh when its resource cost and likely consequences are visible before commitment.
Deliverables: Figma UI, Town HUD, Shelter & Resident Panels, Narrative Choices, Unreal Prototype
Gallery
- The Interface in Motion
- From Structure to Atmosphere
- The Town Is the Interface (1 image)
- Shelters: From a Warning to an Action (3 images)
- Residents: A Person Behind Every Number (2 images)
- Night Watch: Choices with Visible Consequences (2 images)
- The Morning After (1 image)
- A Menu That Shares the Town's Time (2 images)
- From Figma to a Working Prototype
- A Symbol You Can Point With
- Fan concept & credits