Lichdom: Battlemage
π’ 2014
Overview
Role
Tools & Tech
Studio
I started at Xaviant when Lichdom: Battlemage was in mid-development. I was tasked with revamping the UI, including designing new UI systems, creating visual assets, enhancing the player experience for post-launch updates, and addressing player confusion around the crafting system.
InDesign, XD, Photoshop, Illustrator, Animate, Scaleform, Cry Engine
PC
Focus
Art, Design
UI/UX Designer
Platforms
Xaviant
Samples \ Final UI
Background
This fantasy ARPG FPS required a complete UI overhaul to improve player experience and system interactions. The goal was to enhance the already developed interface and systems, improving visual appeal and usability. The project also focused on redesigning the crafting system to make it more intuitive and engaging for players post-launch.
Samples \ Concepts
Process
Vis Dev
Visual Dev with Art Director:
Collaborated with the Art Director to update and overhaul the existing art style for the UI.
Animated and implemented components via Flash (Scaleform).
Icons:
Cleaned up existing icons from concept art to better integrate with the UI.
Designed several icons, including various spell types.
VFX Mocks:
Created VFX mockups based on in-game Sigils (elemental schools of magic for the player to cast), for artists to reproduce them in-engine for UI use.
Design
Playtest:
Xaviant had a lab with a two-way mirror setup. I attended a few sessions and utilized the recordings to improve designs, planning to apply these insights for Lichdom 2.
Wireframes:
Inherited several designs and improved their usability and quality before implementation.
Designed UI for new and improved systems during both development and post-launch.
Samples \ Final UI
Outcome
Thanks for viewing my work!
More samples available upon request.