Red Harvest

In a planned sequel to Lichdom Battlemage, we aimed to simplify the overall player experience, primarily in spell creation while also developing a unique, cohesive visual style.

I was responsible for driving the UI visual development and UX design for this scrapped game developed in Unreal.


RESPONSIBILITIES

    • Early Exploration:

      • I created many sketches and lofi paper prototypes exploring diegetic interfaces for updated systems.

    • Wireframing:

      • I created lofi flowcharts and rapidly iterated on greyboxes and lofi wires for the alpha's front-end UI, HUD, and other systems and features.

      • We aimed to carry the lofi aesthetic throughout for faster testing and iteration.

      • We planned to further iterate on the visuals once we nailed the interactions and flow.

    • Early Visual Development:

      • Rapidly generated many different style mocks primarily utilizing collected art ref and concept art from the previous game.

      • I began working on an early style guide once we settled on the UI direction.

      • Collaborated with our motion designer to establish an early vision of our motion language.

UI / UX Designer

Artifacts

Wireframes, Sketches, Icons, Mocks, HUD Components.

Tools

Photoshop, Illustrator, After Effects, Unreal.

SELECTED WORK