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‘Vancouver 2010′ HUD: Overall Visual Treatment

‘Vancouver 2010′ HUD: Overall Visual Treatment

  • Title: Vancouver 2010[PS3/360/PC] – 2010
  • Developer: Eurocom Publisher: SEGA
  • Role: UI Artist
  • Official Site
  • This concept gives an holistic overview of the visual treatment I was proposing for the HUD elements for this title. On the left is the official logo and colours. On the right, a subset of the in-game HUD elements.

    The treatments shown here are essentially the same as the graphics I subsequently implemented.

    ‘Vancouver 2010′ HUD: Ski Event HUD Elements

    ‘Vancouver 2010′ HUD: Ski Event HUD Elements

  • Title: Vancouver 2010[PS3/360/PC] – 2010
  • Developer: Eurocom Publisher: SEGA
  • Role: UI Artist
  • Official Site
  • More in-game HUD elements.

    ‘Vancouver 2010′ HUD: Event HUD elements

    ‘Vancouver 2010′ HUD: Event HUD elements

  • Title: Vancouver 2010[PS3/360/PC] – 2010
  • Developer: Eurocom Publisher: SEGA
  • Role: UI Artist
  • Official Site
  • This screenshot provides an example of the 2D HUD elements I created for this title, the official videogame of the 2010 Winter Olympics.

    We had a style guide from the Olympic committee, although there was a fair amount of interpretation afforded, and I think the solution we came up with was dynamic yet functional.

    ‘Goldeneye 007′ HUD and 2D Elements

    ‘Goldeneye 007′ HUD and 2D Elements

  • Title: Goldeneye 007 [Wii] – 20010
  • Developer: Eurocom Publisher: Activision
  • Role: UI Artist
  • Official Site
  • This in-game screenshot shows some of the many elements that I was required to concept, animate and implement 2d elements for. The ‘smartphone’ was a key device to communicate mission information to the player.

    ‘Star Wars Battlefront III’ Front-end: Button Layout

    ‘Star Wars Battlefront III’ Front-end: Button Layout

  • Title: Star Wars Battlefront III [PS3/360/PC/Wii]
  • Developer: Free Radical Design Publisher: LucasArts
  • Role: UI Artist
  • PROJECT CANCELLED – 2009
  • Much of the front-end was designed to be ‘projected’ from a ‘battle table’ (similar to those seen in the prequel movies). The table was a fully 3d environment which contained animated characters and vehicles, and helped immerse the player in the distinctive Star Wars atmosphere.

    ‘Star Wars Battlefront III’ Front-end: Class Select

    ‘Star Wars Battlefront III’ Front-end: Class Select

  • Title: Star Wars Battlefront III [PS3/360/PC/Wii]
  • Developer: Free Radical Design Publisher: LucasArts
  • Role: UI Artist
  • PROJECT CANCELLED – 2009
  • This concept shows the Class Select screen, where the player can choose their class of soldier, and view the weaponry associated with that unit. In this concept, the screen is shown as being ‘in-game’, rather than ‘pre-game’.

    ‘Star Wars Battlefront III’ Front-end: Spawn Location

    ‘Star Wars Battlefront III’ Front-end: Spawn Location

  • Title: Star Wars Battlefront III [PS3/360/PC/Wii]
  • Developer: Free Radical Design Publisher: LucasArts
  • Role: UI Artist
  • PROJECT CANCELLED - 2009
  • The concept for the screen which allowed the player to chose their spawning location presented some tricky problems, as the game allowed players to spawn on the ground or on spacecraft. As such, a traditional top-down map would not work. The spawn choices screens (comprising Faction, Class and Location decisions) were some of the most complicated aspects of the entire front-end UI design, although I felt that we had conceived an elegant solution that was shaping up nicely when the project was cancelled.

    ‘Star Wars Battlefront III’ Front-end: Loading Screen

    ‘Star Wars Battlefront III’ Front-end: Loading Screen

  • Title: Star Wars Battlefront III [PS3/360/PC/Wii]
  • Developer: Free Radical Design Publisher: LucasArts
  • Role: UI Artist
  • PROJECT CANCELLED – 2009
  • Unfortunately, SWBFIII was not to see the light of day. This concept illustrates my intentions for the Loading Screen, which featured an exciting hyperspace jump, overlaid with key facts about the planet you were visiting and your scores. Implementation of this screen was nearly complete at the termination of the project.

    ‘HAZE’ Mini-game Concept

    ‘HAZE’ Mini-game Concept

  • Title: HAZE [PS3] – 2008
  • Developer: Free Radical Design Publisher: UBISOFT
  • Role: UI Artist
  • Official Site
  • One of a selection of concepts I put together to explore the potential for a 3D Tetris-style game that would accompany the main HAZE game, and help promote the Sixaxis Wireless Controller. Due to time constraints and legal issues, we didn’t pursue this project.

    ‘HAZE’ HUD – Sniper Visor Concept

    ‘HAZE’ HUD – Sniper Visor Concept

  • Title: HAZE [PS3] – 2008
  • Developer: Free Radical Design Publisher: UBISOFT
  • Role: UI Artist
  • Official Site
  • This is one of several concepts that I mocked up to find a visual direction for the hi-tech Mantel Visor HUD when it is in Sniper mode. Ultimately, this approach was dropped to go in a more traditional direction.

    ‘HAZE’ HUD – Nectar Dose and Compass

    ‘HAZE’ HUD – Nectar Dose and Compass

  • Title: HAZE [PS3] – 2008
  • Developer: Free Radical Design Publisher: UBISOFT
  • Role: UI Artist
  • Official Site
  • This screenshot shows the screen effects we implemented to indicate a ‘Nectar’ dose had been administered, as well as the on-screen navigational compass.

    ‘HAZE’ HUD Concept – Hexagons

    ‘HAZE’ HUD Concept – Hexagons

  • Title: HAZE [PS3] – 2008
  • Developer: Free Radical Design Publisher: UBISOFT
  • Role: UI Artist
  • Official Site
  • This concept shows an early treatment of the HAZE HUD. This hexagonal direction was subsequently abandoned in favour of a more ‘minimalist’ approach.

    ‘HAZE’ HUD – Final

    ‘HAZE’ HUD – Final

  • Title: HAZE [PS3] – 2008
  • Developer: Free Radical Design Publisher: UBISOFT
  • Role: UI Artist
  • Official Site
  • Screenshot from HAZE that shows the final implementation of my ‘Nectar’ HUD