Nexus Media Internship

As a 2D/3D artist, I was tasked to design UI assets and icons for the company's upcoming real time strategy game. I took to design with a style that matched the characters of the game while communicating with the director, game designer and programmer about the UI should look and feel.

ROLE- User Interface / Asset Creation / Art Direction
PROGRAMS- Illustrator/ Photoshop/ Unity

Context

​I entered the company and was part of the art team which consisted of a technical artist, character designer, and 3D modeller. All of us reported our designs to 2 directors. Characters in the game were designed and textured, and mechanics/gameplay were done. Background, icons, and the rest of the art still needed to be created. My task was was to work on the art style and UI assets through wireframe and interactions provided by the game designer. I was also asked by the director to consider fonts and icon specifics later, after the UI would be finished.

If you would like a more in depth look, take a look at the slides here.

What kind of screens?

As it was a real time strategy game, there were a lot of screens which relied heavy on people interaction and character or team customization. Screens created were:
Tavern & Inventory
Quest & Achievements
Pre Combat Selection
Events & Mail
Hero Selection
Leaderboards
Campaign & Missons
Ranked Match
Victory and Defeat
Guild & Friends
Store
HUD

Process

Wireframes were given to me by the game designer. From there, I would mockup how it would look, make a few variations, and play with hierarchy a bit. After I get an okay from the director, I would begin polishing, making notes, and exporting those elements for the programmer to code in.

Tavern Abilities Wireframe
Tavern Abilities UI

Initial Style

Suggestions given by the directors for art direction included Summoners War and Clash Royale. From that, the style created was more vectorized and cell-shaded. Overall, it was a more cartoon-like style.

First Iteration: Inventory
First Iteration: Campaigns
First Iteration: Ranked Match
First Iteration: Quests

Second Iteration

Soon after, the director gave me ideas for a different approach for the style. This style was more akin to a more skeumorphic look. Games I looked at as a precedent included Sdorica and Sino Alice.

Iteration 2: Tavern Runes
Iteration 2: Campaigns
Iteration 2: Ranked Match
Iteration 2: Quests

Bonus Iteration

In addition, I also created a few screens in a more "flat UI" sort of style. Although these appealed to me more, it was really specific in style, and did not fit the theming of the game properly.

Bonus Iteration:  Rune Sets
Bonus Iteration: Inventory

Screens Created

In Depth Process

The match statistics screen were to be colored red and blue based off of the team colors of the battle. I took these colors and made a few layouts based on the spreadsheet layout provided in the wireframe. After consulting with the game designer and director, 2 designs were merged for the final screen. A mix of the worn, paper look with alternating colors to differentiate every other column. Little fixes such as the character portraits were modified for a cleaner layout.

Match Statistics Wireframe
Match Statistics Final
Match Statistics Variation 1
Match Statistics Variation 2

Similarly, for the victory screen, a general wireframe was given to me. I mocked up various screens that ranged from a flatter style to a more skeumorphic style. In the end, both the art team and directors preferred the flatter style. From there, I fleshed out what the defeat and draw graphics should look like, and created the rest of the layout based off of already made assets from before.

Victory Wireframe
Victory Final Layout
Victory Variation 1
Victory Variation 2
Victory Variation 3

Reflection

​Overall, I learnt a lot at this company. From 9 splicing and minimizing assets to art direction and communication; it was all very valuable. Some of the things I could've done better was really drilling down what the directors wanted in terms of art style. Instead of taking suggestions and making a few layouts from that, I should've made a variety of layouts; in different styles and really note down what the directors wanted in terms of atmosphere and feel. Rather than just "Okay, I think I can do something along the lines of the style you showed me"

In terms of steps after the layout were done, it would've been better to have more of a vision on what the micro animation and/or fx would look like. Would there be sparks, or transition effects that make it feel really tangible? And if so, what would need to be done in order to create those? Especially with a skeumorphic style, I think animation and fx play a big role in making it feel smooth. Looking back, I should’ve talked to the fx artist more about what these animations should’ve looked like.