I was responsible for the UI of Black Hawk Down, where our primary goal was to create a unique game experience and visuals through thoughtful design choices that blended the elements of the main game and the traits of the DLC.
Overseeing the project from the beginning and building it over time bit by bit, there were definitely obstacles that we had to overcome.
We engaged in constant iteration driven by feedback, ensuring that each element of the UI was refined to meet the players' needs. This proactive approach involved a collaborative effort to identify challenges and implement effective solutions, ultimately leading to a polished interface that complemented the gameplay. Each cycle of feedback and refinement brought us closer to achieving the best version of the game, reflecting our commitment to quality and player engagement.
Delta Force: cross-platform development for both PC and mobile. My tasks included driving quality improvements by refining and polishing the UI, and localizing the interface to ensure it resonated with a global player base.
Leveraging my experience from Delta Force, I led the end-to-end UI production for Nizhan Future’s PC platform starting from inception. I defined production processes tailored specifically for PC, ensuring a scalable and future-proof foundation, including adaptive layout and scaling rules for various resolutions, structured Figma file management with reusable components.
In addition to setting up the design framework, I was directly responsible for the look and feel of the UI: defining the visual style and creating a cohesive aesthetic that pays tribute to the original PC version while aligning with the new mobile release. My work laid a strong foundation for ongoing development, cross-platform consistency, and seamless expansion.
// 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 conceptualise, 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.
Did the VFX for level up
UI/UX practice done in my own time.
Mobile UI concept for a game on based Valhalla and Norse mythology.
Drawing inspiration from Norse mythology where the “hero” traverses through the nine realms and meets comrades along the way to help them save the world tree and prevent ragnarok.
UI/UX direction by me, but there many art assets that were borrowed from other games to assist in my practice.
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.
(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.
// 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.
// WORK IN PROGRESS //
Three Kingdoms concept on mobile
Credits to:
Elson Soh Wei for the UX wireframes
Bemore Design for the WEI character
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.