ROLE:
UI Designer
FOCUS:User interface & Experience design and layout
TOOLS:Figma, Photoshop, Illustrator, Adobe XD
DURATION:2 Years
BACKGROUND
Dream Foundry Games was approached by a client who worked as a streamer and Roblox content creator on Twitch, that had a vision for a PVP shooting game with a sci-fi theme.
The development team at Dream Foundry Games assembled a team from within the company and contracted out a team of designers, developers and artists who have worked on both indie titles and within the AAA game industry to bring the project to life. UI/UX designs, 2D concepts, 3D models & animations, sound design, and development within Unity 3D would all encompass the the scope of the project. We would also be responsible for designing and developing the website for the game, as well as the marketing and media for the Steam store page upon every phase of release.
PROBLEM
Leviathan was planned as a PVP shooter with an emphases on looting for reward. There are also three main factions that the players could choose from to play as; all with unique advantages and disadvantages that would alter the experience for the players based on faction selection. Players will battle on a massive map with multiple diverse locations with dynamic difficulties based on a timer. capturing territories and defeating bosses would reward players based on the difficulty levels at the given time.
The project required not only UI elements that clearly illustrates these core features, but menus that would easily allow the players to manage items, money and customization of their accounts.
GOALS
Leviathan would require unique UI assets that would be clear to understand, such as lot’s of map iconography, health & stamina meters, equipped weapon icons, and several assist features that could be readable at a glance.
Menus would require load outs, shops, metrics, and unlockable information that would be accessible by finding special items within the world. These menus would need to flow in a way that could help the player expedite changes so that they could quickly jump back in to current or new matches.
RESEARCH
OVERVIEW
- CLIENT REVIEW
- VISUAL INSPIRATION
- GENRE ANALYSIS
CLIENT REVIEW
I had been brought on to the project after the initial client review and the first draft of the game design documentation. However, I was able to have time to review these documents that were created by our game designer with approval by the client.
Next, I was able to ask our client a series of questions about the themes of his work, and the visual tones that he wanted to achieve with his game. We discussed the types of iconography that was present in his novels, the demographics of his readers and the age range that the themes in his stories aimed to attract. These discussions gave the team, and myself ideas on how to better translate his IP from a novelization medium to a visual and interactive one. The next step would be to create a mood board for the client and team to better see what this visualization could look like for the project.
VISUAL INSPIRATION
I drew a lot of inspiration from darker themes and more mature fantasy. I wanted to give the world a sense of dread which could make the player feel as though the stakes were high, and that victory at the end of every level would feel even more earned and rewarding.
GENRE ANALYSIS
A crucial step in the review and research process was analyzing the rail-shooter genre in video games. This was to best understand the mechanics and the type of visual storytelling that genre excelled at, while learning what could be improved upon when creating the UI and visuals for Through Blood and Dragons.
VISUAL EXPLORATION
OVERVIEW
- COLOR PALETTE
- TYPOGRAPHY
- UI COMPONENTS
COLOR PALETTE
LEVIATHAN - UI COLOR PALLETE
TYPOGRAPHY
The fonts that were employed needed to fit the branding for Dream Foundry Games, while being clean and readable. The client wished to stay away from serifs, and so two sans-serif fonts were chosen by myself: Rubik and Roboto. The former was implemented as the header styled fonts, and the latter was for paragraphs and hyperlinks. Both fonts have rounded edges, conforming to branding while retaining a modern and readable standard for web design.
UI COMPONENTS
UI components for the site include buttons, Icons, and forms. All three use various forms of visual ques which help to create a bridge between the client’s website and the users for ease of navigation and pleasing interactivity. I followed an 8px grid guide for the buttons, scaling for icon hovers, and color swaps for the buttons for quick recognition of interactive behavoirs.
ANIMATED COMPONENT SHOWCASE
INTERFACE DESIGN
OVERVIEW
- INITIAL MOCK-UPS
- HIGH FIDELITY DESIGN
INITIAL MOCK-UPS (created by the game designer)
The initial mock-ups and layout were created by our game designer, Cameron Bowman. These were created as a mobile app layout at first, then reworked for platform gaming in mind.
I worked with the game designer to revise these screens to work in a 16:9 aspect ratio (as the game would shift from a mobile to console game) to work with tv’s and and high resolution monitors. The changes in layout were minor, removing items such as a hamburger dropdown, and being able to make better use of the vertical axis for spacing.
HIGH FIDELITY DESIGNS
You can purchase the full game, or play the demo for free at Steam:
REFLECTION
DELIVERABLES SUMMARY









