THE MANDALORIAN | WAY OF THE WARRIOR
Back at it again making mockups for games that don't exist. Here's some UX/UI art & design practice I've been doing in recent days.
🧵For more info
The Legend of Zelda | Minish Cap (UI Concept)
This game was an important part of my childhood. I'd love to see it get a remake some day. Here's some UI mockups of how it may look in a more modern setting.
🧵For more info
#PortfolioDay
👋 My name is Gav I’m from Ireland and currently working as a a Technical UI Designer at EA. I dabble in UI Art, among other mediums.
Here’s some recent personal UI work created for games purely existing in my imagination.
neverwhere | ᴄ:\sᴀʟᴇᴍ\ᴛʜᴇ-ᴇɴᴅ
A small personal UI project: Crafting a UI for a (non-existent) multiplayer survival game. In a dystopian world where society has crumbled, modern tech is scarce and more valuable than life.
🧵for more
The title screen in animated form (okay it's not super spicy but hey, imagine you click "play" and those stars go into light speed and warp you directly to where you left off last time you played :o)
#PortfolioDay
👋 My name is Gav I’m from Ireland, I work in the gaming industry as a Technical UI Artist. I dabble in UI Art, among other mediums. Here’s some recent personal UI work created for games purely existing in my imagination.
GAME UI WIREFRAME KIT | Release v1.0
800+ ready to use icons ✅
50+ components and variants ✅
UI wireframe examples ✅
Right-to-left language support ✅
Free to use & modify ✅
Check it out:
STAR WARS | ROGUE REVENGE
Some quick UI art concepts for a
#StarWars
game idea I had. Would love to see how a story involving a rebel pilot captured by the empire would play out.
DEMONS | サタン
Personal UI Project: Crafting a UI for a (non-existent) singleplayer RPG. In a retro-future Japan, enormous monsters have started appearing and creating terror. Only specialised Samurai can take them down.
MERCY KILLING | UI Art Mockups
We knew synthetic humans were a bad idea. World governments didn't care, profits meant more than lives. It took mere months before the AI went rogue, casting humanity into ruin.
It's been a year since
#Battlefield2042
released. A mentally challenging 12 months for sure. I'm proud of the team for bringing the game to where it is - but I'm mostly proud of them for their tenacity and dedication to turn things around and staying positive while doing so 🌟
A bit about the work process:
- Figma & Photoshop for layouting
- Illustrator/Photoshop/Substance for art assets
- Blender/Unreal for some of the 3D scenes, Midjourney for others (this isn't a 3D project, needed some background mockups)
- After Effects & Premiere for video
🔖 How to get started in the video games industry (UX/UI)
Here is my FREE 36 page guide full of information and tips on how to find yourself a job as a UX/UI professional in the video games industry.
Get it here:
My first AAA game release. For anyone that knows me and where I’ve come from - they know that my dreams didn’t come easy.
Extremely grateful for the opportunities I’ve been given, and it inspires me to give back. Congratulations to everyone involved 💯
UI DESIGN TIP | Curved UI Tutorial 🔖
Want to curve your UI and give it that extra immersion, or futuristic feel? Check out how I do it in Adobe Photoshop 👇
Thoughts on
@thegameawards
2023
- A Muppet having 10x mic time vs the GOTY winners’ speech is a mockery
- Kojima is great, but we need to highlight other industry folks/issues
- Accessibility deserved better than pre-show relegation
- Layoffs desperately needed addressing
This is my final week at
@EA_DICE
/
@EA
, and I want to express my gratitude to my colleagues, the Battlefield community, and everyone I have had the privilege of working with here over the years. It's been an absolute honour to be a part of this historic studio. Thank you, DICE.
Couple bits I built with the team for Season 4 of
#Battlefield
2042. Enhancements to weekly missions, weekly missions screen, countdown screen, frontend and more.
Hope you’re enjoying
#Battlefield2042
Eleventh Hour everyone!
UI ART/DESIGN TIP | Moodboards🔖
Don't skip the research phase. Collect images in the style that inspires your art direction, so that you can reference them and take inspiration throughout your process.
I recommend using
@PureRef
as it's a great tool for creating these boards
As a life-long football fan, I'm pumped to join the
@PlayGOALS
team as a Senior Technical UI Artist. GOALS is a gameplay-first football title, and I always say UX/UI plays a supporting role in allowing gameplay to shine. Excited to do that with this talented team. LFG.
A bit about the work process:
- Photoshop & Illustrator for UI and 2D asset creation
- Backgrounds are created using Midjourney and photoshop to also paint details (backgrounds are not the focus of the project)
- Premiere Pro for video
A bit about the process:
- Photoshop for layouting/UI Design
- Illustrator for creating icons
- Midjourney + painting in Photoshop + Blender modelling for backgrounds/character
- Premiere Pro for video
@tobyallen007
Thanks! I move between a number of software packages. Figma is great for layouting, Illustrator & 3D software for asset creation, and Photoshop for compositing and post process (such as taking a flat 2D layout like this and making it curved w/ effects).
I've always wanted to be on the "Special Thanks" credits for a game 🌲
Congratulations to my friends over at
@dimfroststudio
for releasing Bramble: The Mountain King today! Go check it out if you're interested in cinematic adventure horror games - you wont want to miss it!
This is a repost by the way, but I somehow fat fingered the old tweet and deleted it. Anyway. Here's a video of the title screen and a simple process of the cut scene UI being made.
@SynthPotato
Accessibility & player agency are important factors in design. I’m in favour of reducing the number of UI elements, provided there’s strong game design to supplement. But there is no credible research to suggest “UI Design 101” means that a UI fails when a player customises it.
@80Level
Thanks for the feature! I just want to mention that MidJourney was heavily used for the backgrounds here (as mentioned in the article). This is intended to be a UX/UI project so I needed something to go behind as a mock-up/concept
More info:
✌🏻
THE MANDALORIAN | WAY OF THE WARRIOR
Back at it again making mockups for games that don't exist. Here's some UX/UI art & design practice I've been doing in recent days.
🧵For more info
@DeoxysPrime
@IGN
my friend (he taught me everything i know) seen your comment and said he's got an idea for a HUD with more personality and wanted me to share (he doesn't have twitter)
@oliverCAndersen
@TheYagiMann
The minority, Oliver. You do so much for this community. Every day I see you on my timeline helping people out, taking feedback and directing it to the team. All while doing your own tasks and so forth — you are better than the misguided, hateful individual trying to put you down
@Carpo_vp
@Battlefield
@T0TALfps
I love that you often point out the little details and changes that go into our updates - it’s always appreciated and doesn’t go unnoticed! 😄
We don’t get many opportunities to highlight the most human parts of being gamers, and game developers. This is our chance to do so. Speaking out about the layoffs was so important, I’m disappointed it didn’t happen.
Accessibility innovations deserve far more attention also.
MERCY KILLING | UI Art Mockups
We knew synthetic humans were a bad idea. World governments didn't care, profits meant more than lives. It took mere months before the AI went rogue, casting humanity into ruin.
FYI - a lot of information surrounding landing a job, portfolio, cover letter, CV and so on is relevant outside of UX/UI as well. So if you’re targeting a job in a different craft, you may find some useful info there too!
@andreas
Even as a designer/artist, I always see gameplay as king. The “feel” of a game is much like the hidden details of design, they make all the difference, and add up to a better experience. Games that focus on mechanics as priority are always more fun to play.
Lastly, this is not a real game, just UI/UI Art practice. Not intended to mislead or suggest this is in development whatsoever. This is only me doodling in my free time.
@NiklasAstrand
I think that’s why we’re starting to see more layers of post processing in modern games. Modern screens make colours bleed a lot less so we tend to see increased use of chromatic aberration, more samples of antialias, noise etc.
Reminds me of pixel art on CRT vs LCD
@DANNYonPC
Seen this one today haha. In fairness perhaps there’s more we could do to make those icons more clear as to what they represent, newer players especially might not be aware of what mastery icons are. One to think about anyway!
@ACollinHadley
I tend to use Figma for basic layouting ideas before going into Photoshop where I tend to composite most things. Then I do vector work in Illustrator and import those objects to PS, and lastly I do some post effects in After Effects. 3D scenes I do in Blender or sometimes Unreal
@thatanimeweirdo
@figma
I don't think putting the responsibility on the consumer to follow software updates on social media is fair exchange. Even if they put out a social media post that says "We are training our AI model on your content, here's how to turn it off" (which I doubt they've done quite so
Process information:
- Pen & paper sketches to explore design ideas
- Illustrator to create the HUD design (see third image)
- Planets created and rendered in Blender
- Photoshop for compositing and post processing