The main menu usually corresponds to the player's first contact with the game and is therefore responsible for setting its tone. Most menus, in Max Pears' words (Level Designer at ProjektRed), "are extremely lifeless! It doesn't engross the player. It just encourages them to skip through this part of the game as fast as possible".
To avoid this, I used camera animations to introduce the player into the desolation and isolation of the game's world and also its consequences: death and disaster. All of this, while a soft sandstorm particle system helps the world feel more dynamic, even though we're talking about a post-apocalyptic, sand devastated world. The UI also has simple but sleek animations to ensure better and softer transitions.
Feedback is always appreciated :)
Looks really nice! the mood and how inmersive it is. I alsow really like the transitions between the main menu and both submenus.
Maybe something that bothers me a bit is the first transition from start to main menu, I feel like it's a bit long, and/or it needs a bit of camEra movement work (like slowing down when the camera starts to move or a slight tilt like its avoiding debris... Just some ideas :P).
Otherwise, really cool looking!
Thanks man! :D I see what you're saying. The main idea of that starting transition is to really introduce the player to the vastness of the desert that the world has become, thus the long camera animation, showing how big and empty that desert is.