Throughout my time at university, I have designed UI across a variety of genres and art styles, ranging from a detailed gothic fantasy inventory to a pixelated HUD for a card game. My approach to UI design focuses on creating interfaces that are visually intuitive to use, ensuring they support the player's experience without being overly distracting. I also fully implemented all of my UI designs to be fully functional with the game.
I entered university believing that being UI design was not for me; but after being a solo UI designer and implementer for a variety of projects, UI design is now one of my passions alongside design and technical implementation. During my third year, I received an mentorship from Dave Flynn, a UI designer from Criterion and taught me valuable lessons in UI design.
Gothic Victorian UI project was created for the purpose of learning Unreal Engine's UMG Editor for the first time.
This project challenged me to design a complete inventory system for a fictional gothic action-adventure RPG game. The goal was to create UI that reflected the dark victorian aesthetic whilst remaining clear, readable and functional for the player. Each element was carefully designed to reinforce the atmosphere of the game, using meta-diegetic art, decorative typography and a deep colour palette inspired by victorian artwork.
Throughout development, I constantly asked for feedback by my peers and lecturers and refined the design. I simplified areas of information without removed a level of quality that was important for the victorian aesthetic.
Catalyst is a 3v3 turn-based card battler where you play cards to activate character attacks and abilities.
This game was made for the "Rapid Games Development" module, where we were tasked with creating a turn-based 3v3 battle simulator working in a small team of 8. After developing the Gothic Victorian project, I put myself forward as the group's UI Designer.
This project challenged me to create an intuitive HUD design for a fast-paced game. For Catalyst, I focused on the card's spacing, iconography and guiding the player's attention naturally. I started by creating a large variety of wireframe designs that I ran by the entire team, discussed in detail and then iterated based on feedback. Extensive research was made into other similar card games or 3v3 battler HUD's. The result was a clean UI that complimented the game's stereotypical gambling aesthetic and providing the player with all the necessary information.
I have produced more fully functional UI for my other projects and have assisted with UI in group projects, but has not been the focus of the following projects.