8 / 17
Lichdom Battlemage
Lichdom is a fantasy ARPG FPS game allowing Players to craft spells to create their ultimate Battlemage for PC, later ported to consoles by a different studio. I started working on Lichdom mid-development when a portion of the UI had been started by an external partner.
I worked with the Art Director to revamp the overall style and improve the existing interactions in addition to designing UI’s for new and updated systems.
I designed UX improvements post-launch to help with anticipated Player confusion and general friction around the crafting system.
Lichdom was my 2nd game launch, and the hectic schedule and rush to finish the game after coming in mid-development prepared me for what was to come with AAA game dev.
UI / UX Designer
Artifacts
Slide Decks, Wireframes, Icons, Mocks.
Tools
Photoshop, Illustrator, Flash, Scaleform
RESPONSIBILITIES
-
Playtesting with Players:
Xaviant had a nice little lab with a two-way mirror setup. During my time, I was only able to attend a couple of sessions, but I utilized the recordings for improving designs and planned to utilize the setup for Lichdom 2.
Wireframes:
I inherited several designs that I helped improve overall usability and quality before implementing them.
Designed UI for new and improved systems both during development and post-launch.
-
Visual Dev with Art Director:
Worked alongside the art director to update and overhaul the existing art style for the UI.
Icons:
Cleaned up existing icons from concept art to work better with the UI.
Designed several icons, including the various spell types.
VFX Mocks:
Created VFX mockups based on the Sigils in-game (Sigils act as elemental schools of magic for the player to cast) for artists to reproduce in engine for UI use.
SELECTED WORK


