In this project, I designed systems, page layouts, interactive elements and graphics for the HUD and menus.
Dynamism was one key aspect of For Honor's UI. In this project, I was constantly creating animations, transitions and motion graphics.
In collaboration with the programmers in the team, part of my job was also integrating the components and animations created in Flash into the game's engine.
In my role as Team Lead, I established the new UI Guidelines by creating our UI Pillars and drafting the graphical direction on our PlayStation 4, Xbox One and Mobile applications.
Working along with the stakeholders and my team, I stablished a set of simple rules to guide us on the creation of graphic solutions.
These rules proved to be a good tool to keep on track on delivering a consistent product.
Using UX prototypes and statistics, I was able to quick iterate ideas in order to find the right solution for our audience.
I also created wireframes and flow charts to document all product details.
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.
For mobile applications, 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 green lit.
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.