Game UI design
When I started at Frontier Development in Cambridge as a Senior User Interface Artist, the studio did not have a dedicated UI designer or artist. There were six months left in the development of Screamride and while some of the UI elements had been roughed out within the current test game, the overall design of the menu system and level details had not been established, many things were still undecided within the game. The look and feel of the game were far from final. It was my responsibility to figure out how to take this to a finished article within a few months to hit key milestones. Working with the programmers and game designers to implement, test and repeat until the right results were achieved. Through the mockup, I had proposed a more technology style using blue and a circuit board texture for the menu system. My UI design really changed the whole games look, as this now needed to implement this skin to everything to make sure it all fits together to form the aesthetic of the final game.
This project was a unique challenge for a lot of reasons, many of which was this was my first game UI project, along with the most obvious being the timeline. Six months is not a lot of time to complete a full UI to final polish, and produce over 1,000+ building blocks and icons with just one UI artist, learning the ropes in the game industry. Working with two Flash UI programmers, I worked on mockups and final art, then placed the graphics into the game via Scaleform software, I would test and Art Direct the UI programmers to animate elements and bring the UI to life.
All imagery and references to Screamride owned under the copyright law of Frontier Development, Cambridge and Microsoft.
- User Interface