Started with moodboard research with the initial given theme of “RetroTech Terminal” for this Cargo Crate UI, and then basing the wireframes from the main screens which were mapped out by the User Flow Chart when defining the overall UX. Following with some mockups to test contrast and colors to the final screens with contrasting tone matching the given base Crate Terminal color.
Using this quick prototype to create initial concept for the animations, transitions and FX. This is then passed to the tech artist and animator to use as a guide for integration.
Here is a usual design flow while collaborating with Lead Designer on ability icons for Tiny Tina’s Wonderlands. Some of the screens featuring the iconography on the right, 2020.
A variety of UI mockups I’ve contributed in the past 3 years: Console and desktop on the left, Mobile on the right.
Tasked here to design a digital tachometer with a retro twist: it must be tactile and able to display 3 measuring units simultaneously. Created moodboard, concept sketches to final iterations within a day (8hr.s).
A variety of UI assets & characters from mobile and web titles in the past couple of years.
A variety of console and desktop UI components created with initial FX breakdown to illustrate different idle animation designed for specific applications. This would accompany a simple AfterFX breakdown to be passed on to Tech Artist for recreation in specific Game Engine.
Besides general UI assets, I’ve revamped their branding by creating new vector based iconography for the re-launch. I soley created the designs from initial thumbnail phase, to final vectorized assets. I also integrated them in Unity.
A realtime map that showcase live team progressions.I contributed UI Art (Assets Treatment & FX) following branding guidelines, collaborating with Lead UI Designer.
Started with moodboard research with the initial given theme of “RetroTech Terminal” for this Cargo Crate UI, and then basing the wireframes from the main screens which were mapped out by the User Flow Chart when defining the overall UX. Following with some mockups to test contrast and colors to the final screens with contrasting tone matching the given base Crate Terminal color.
Using this quick prototype to create initial concept for the animations, transitions and FX. This is then passed to the tech artist and animator to use as a guide for integration.
Here is a usual design flow while collaborating with Lead Designer on ability icons for Tiny Tina’s Wonderlands. Some of the screens featuring the iconography on the right, 2020.
A variety of UI mockups I’ve contributed in the past 3 years: Console and desktop on the left, Mobile on the right.
Tasked here to design a digital tachometer with a retro twist: it must be tactile and able to display 3 measuring units simultaneously. Created moodboard, concept sketches to final iterations within a day (8hr.s).
A variety of UI assets & characters from mobile and web titles in the past couple of years.
A variety of console and desktop UI components created with initial FX breakdown to illustrate different idle animation designed for specific applications. This would accompany a simple AfterFX breakdown to be passed on to Tech Artist for recreation in specific Game Engine.
Besides general UI assets, I’ve revamped their branding by creating new vector based iconography for the re-launch. I soley created the designs from initial thumbnail phase, to final vectorized assets. I also integrated them in Unity.
A realtime map that showcase live team progressions.I contributed UI Art (Assets Treatment & FX) following branding guidelines, collaborating with Lead UI Designer.