#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.
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
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)
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
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 💯
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
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 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 👇
I have received a lot of questions regarding getting started as a UX/UI professional in the games industry. Currently I'm working on a (free) resource guide that hopefully demystifies the UX/UI crafts and how to grow your skills.
Anything you'd like me to cover? Comment below 👇
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
3 years ago today I started at
@EA_DICE
, in what has been a grand period of growth with motivating challenges throughout. Thanks to my colleagues for having such wisdom and patience to share it with me. Thanks to the
@Battlefield
community for being supportive and insightful 🙇♂️
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
I notice more companies moving away from remote opportunities. Which is such a shame. As an introvert, remote working allowed me to become far more productive and motivated. Each meeting with colleagues now inspires me, instead of losing energy from daily socialization & commute.
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
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!
@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).
@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.
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
@HoodlumCallum
That was a fun trip down memory lane. Starting an ambitious project as a teenager, building a following, with no real idea what I was doing was a bit irresponsible in hindsight. I owe a lot to the project tho. It helped me (& others) grow. Hope to see it rise its ashes once again
Keep in mind this will primarily be about how you can navigate towards finding a career within UX/UI in the games industry, and will have nothing related to my day job 🙂
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
@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!
@synful23
Thanks! Depending on the complexity, each screen takes anywhere between 2-10 hours. Depends on how many assets I create, if I need to do 3D work, & if I need to do a lot of work on the backgrounds. Typically I am spending less time on these than I would in a professional setting
@Arvydas_B
They control more financial assets than over 150 countries. Their value is equal to the cost of about 15 million actual houses. It takes the average employee a loan and several decades to pay it off to buy one house. But we usual, it’s the employees who take the hit.
@the_baldinosaur
Something that isn’t spoken about enough is how talent can sometimes be a burden. Even having all the skill in the world in a certain area won’t translate to consistent motivation & joy in a craft. It can also make you neglect health to perform at the level you’re expected to 1/2
@Warlustgg
I can speak to this a little. It is absolutely something that we agree would be a great QoL feature. However there were some technical issues presented by streaming in the amount of data seen in the Battle Pass while scrolling. 1/2
@NiklasAstrand
Close up example of Cyberpunk 2077. The right side is without chromatic aberration, motion blur and noise. You can immediately see how less cinematic it becomes, and how the geometry is quite “clean”. Many gamers turn those settings off, but imo they can make a big difference.