By creating prototypes, wireframes, flow charts, high-fidelity mock-ups and style guides for such a complex project, I contributed to the successful launch on the Uplay console (PS4 and Xbox One) and mobile apps.
In this project I was the solo UI designer in the team. I created all visual solutions for phones and tablets, Android and iOS, landscape and portrait for the entire app.
Because it was such a complex project, having an exhaustive documentation felt necessary. By creating wireframes and flow charts, I contributed to the flawless implementation of the designs on the final product.
I also introduced to the team some new effective tools to promote a smooth development. The style guides proved being essential to the successful implementation and contributed to significantly reducing the development time.
I worked closely with the senior game designer and stakeholders, discussing and influencing the game direction in regards of UX, gameplay, game features, flows and artistic direction.
I created complex playable UX prototypes to test game features, UI, and navigation, which ultimately helped shaping the gameplay and general look and feel.
By creating early studies, illustrations, mid-fidelity mock-ups and wireframes, I helped envisioning what the game could be. My work was crucial during this game pitch, and helped it being greenlit.
Along with user testing sessions, wireframes and concept art, I had the pleasure to work on a prototype that proved being essential to this game successful launch.
Being the only UI-centered artist in the team, I was in charge of delivering all UI-related material for this unreleased game.
For this game I created all aspects of UI, including:
Because the game had a strong collectible cards component, I was also responsible on creating the solution for cards layout and art.
Added to all this, I also created a tiled isometric map system that was integrated in Unity, providing a simple yet versatile solution to the map rendering in-game.