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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
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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.
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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


Early style mock using concept art.
Early style mock using collected art ref.
Early style mock using collected art ref.
Early style mock using concept art.