(Left) Before (Right) After
Re-designed the combat preparation phase, the project came to me with a long standing problem of being unable to communicate the system clearly to the players.
Task was to make a PC version of Lifeafter, and the mandate was to make it different from the mobile version. The game has been live since 2018 I had to ensure that there was style consistency in order to convey the message that it was still the same Lifeafter that players are familiar with.
Re-structured and lightly reskinned the existing HUD
// S E N I O R U I A R T I S T //
Yoozoo Games Shanghai
My first mobile endeavor, on a very interesting IP. Everyday is a new learning experience with lots to discover, considering how different mobile and console development is.
My duties include creating UI mock ups, liaising with Game Designers and Programmers to make sure the UI is properly executed from start to finish. Also going straight into Unity to polish the UI.
// U I A R T I S T //
Ubisoft Singapore
As a UI Artist in Ubisoft Singapore, I work with a team of talented developers to conceptualize, create and implement the UI that best represent the various features of the game using in house tools - Anvil & Phoenix. We build all our features from scratch - from wireframes, to static and video mock ups, and in to the game.
As the game is still undergoing development, I can only show stuff that has been revealed to the public thus far.
Some WIPs that are not exposed to public.
Anything posted in here is shared in good faith, please do not share, thank you
// WORK IN PROGRESS //
Three Kingdoms concept on mobile
Credits to:
Elson Soh Wei for the UX wireframes
Bemore Design for the WEI character
// S E N I O R U I A R T I S T // C4Games, Shanghai
Second mobile game endeavor, this time for a SLG genre game.
The game is about two factions of toy soldiers going to war with each other; the player is helping one faction to defeat the other faction by training soldiers and recruiting heroes. With this in mind, the keyword for the UI is “Battle”, to reflect the state of which the world is in, translating into gritty textures, smoke, and fire.
Most of the work done is to reskin the game, I handpicked a few interesting ones to showcase here.
Also, a disclaimer here, what I’ve done may differ from the end result since the game is still a work in progress.
Featuring some of the works I did as a Senior UI Artist on board a live project
Created an NBA concept with a team of various professions
With a team of people, we created a fictional concept for a Hataraku Saibou game
This was a mock style guide for an imaginary Game of Thrones game. Inspired by how stories of knighthood are passed down in the using ink and paper, this was how I imagined a single player RPG to record the legacy of the player.
Colors were chosen based on the elements that exist in the story, such as fire (orange), smoke (grey) and burnt things (black)
Texture in the UI also plays an important part in terms of helping the player immerse into the universe of a dark, uncaring world; where things are broken but they still work.
// C O N S U L T A N T //
Singapore Polytechnic, User Experience Centre, 2016
From Singapore Polytechnic's User Experience Centre, we pitched this app to Alexandra Hospital. In a team of 3, we created this app via the processes of the Design Thinking methodology. By able to empathize with our target audience, we managed to define and create a solution that is best catered to them. We also conducted live interviews, tested our prototypes with our focus group and kept on iterating.
We identified that language barrier between a foreign caretaker, the elderly, and their family members as they all may not use or know the same language. We hoped to enhance the communication between the caretaker, the elderly, and their family members by connecting them and providing them a platform that would help them with translating, remembering medical appointments, and handling emergencies.
The menu was to be on a wooden clipboard, therefore the big gap on the top so that the items do not get hidden under the clip.
When I visited cafes, I didn’t like that the menu pages were all the same length and I couldn’t immediately find what I wanted. I intentionally set the titles of each page at the bottom of the page as I designed it to be like a tab system, with the first page being the shortest piece of paper.
This way, the user would be able to immediately identify the coffee page, and easily flip to it, if they’re just looking for a cuppa while skipping the food items.