Category Archives: Projects

Moomintroll

My beautiful daughter was born almost a year ago and The Moomins have been a recurring theme in our home since. We were lucky enough to be gifted a beautiful Moomin themed babybox from Finland and in the past couple of months we have been enjoying the original TV series together. As my maternity leave draws to an end, time to dust off the Wacom pen and warm up with some Moomin fan art!

Panda

Panda

I bought Clip Studio Pro in the recent Black Friday sales, first time using it… what a lovely painting program!  Still lots to learn with it, but enjoyed playing around with some basic brushes.

Kynseed

Kynseed HUD Concept

I had the privilege to work on some early UI concepts for Kynseed, a 2D sandbox RPG by PixelCount Studios.

The concepts I created explored a Celtic / Nature inspired theme to try and compliment the games design. Figuring out how Celtic patterns can be repeated and adapted to suit a user interface was a good learning project, something I have not had the opportunity to attempt before.

Kynseed HUD Concept

The layout of the HUD and design of some elements varied based on which control system was being used, gamepad or keyboard and mouse.  The HUD would also allow dynamic control switching, immediately switching to the correct layout when input was detected.

Kynseed HUD Concept

I played around with the idea of having a changing UI which adapts along with the seasons in the game.  Ensuring the framework and foliage details would suit each season really helped make it clear to the player.  I envisioned the foliage growing, blossoming and then dying back for each season, making the passing of time feel natural and organic.

Studio: PixelCount Studios
Year: 2018
Format: PC

Mushrooms

Mushrooms

Since starting my maternity leave it has been a long while since I had time to sit down and paint anything, found a few quiet moments so to start getting back in the swing of things here are some mushrooms!

Drop Dead

I worked as a graphic artist on the Drop Dead VR project at Pixel Toys.  I was tasked with creating a UI system from scratch for a high quality mobile VR experience.

The idea behind the UI styling was that the player is wearing a high-tech headset which they are given in game, this was to help justify the sensation of wearing the Samsung Gear VR headset in real life.  The UI makes use of a lot of digital style effects while still trying to maintain clear readability in a VR environment.

My work pictured below is how the game launched in October 2016.

Drop Dead HUD

Drop Dead Frontend

I also created the game logo and marketing art which was used as part of the product launch in October 2016.  The artwork was created by using 3D in-game assets and posing them to suit.  There was a lot of positioning work to get a composition I was happy with and using Photoshop for layering different assets as well as some digital paint work to really make the image and logo pop!

Drop Dead Marketing Art

Publisher: Pixel Toys

Format: Samsung Gear VR

Studio: Pixel Toys

Year: 2016

Fable Fortune Card Design

Fable Fortune Cards

Fable Fortune Cards

I worked as a lead graphic artist on the Fable Fortune project at Lionhead Studios.  I was tasked with directing the UI layout and visuals while also communicating the Fable art style to an external development team.

 

Card UX Wireframes

Card design plays a massive part for a Collectable Card Game, especially a digital one.  The cards need to look valuable and pleasing while still maintaining clear readability.

The first step to solve this problem was to treat the cards as their own UI.  I drew up a number of wireframes to quickly explore different options.

Rough Card Concepts

The more successful wireframes were picked out and I started doing some rough concepts for how the card image and text could be framed.  I kept this stage as quick shapes to allow fast iteration and discussions with the team.

The designs went through a lot of iteration and discussion as to what the patterns and visuals could be.  But eventually we ended up with the result you can see at the top of this article!  In the images, my work was focused around the frame, card backing pattern and information elements only, the concept art placed behind the UI elements was provided by the concept artists on the project.

Sadly Lionhead Studios came to a close before I could finish my work on the project, but the cards looked as pictured in April 2016.

The project continues to live on as some of my colleagues were able to continue development working as a new independent studio. You can follow the progress of the game on its website : www.fable-fortune.com

Publisher: Microsoft

Format: Xbox One and PC

Studio: Lionhead Studios

Year: 2016

 

Fable Fortune Deck Building UI

Deck Building UI

I worked as a lead graphic artist on the Fable Fortune project at Lionhead Studios.  I was tasked with directing the UI layout and visuals while also communicating the Fable art style to an external development team.

Fable Fortune Physical Prototype

The deck building menu was an interesting task to tackle as I wanted the ability to sort cards and decks to feel as natural as if doing it by hand on a table top.  First step to trying to solve this problem was to get some physical cards and start arranging them on my desk, taking note of how I would sort the cards and arrange them.

Fable Fortune Whitebox Test

I created a test scene in Autodesk Maya and created some test animations for how the cards could magically move.  This was really useful when communicating to the rest of the team my ideas.

Fable Fortune UX Layout

Next step was to draw up some wireframes to start planning what features we will need and where is best to place them.

Fable Fortune Polished Whitebox

I did some concept tests with basic UI elements in place.  There was a lot of iteration at this stage to try and find the best combination of elements and layouts.

Deck Building UI

Once a layout was agreed on within the team, I communicated my ideas to the external developer and created a polished 3D scene with fluid card animations.

Sadly Lionhead Studios came to a close before I could finish my work on the project, but the menu looked as pictured on the left in April 2016.

The project continues to live on as some of my colleagues were able to continue development working as a new independent studio. You can follow the progress of the game on its website : www.fable-fortune.com

Publisher: Microsoft

Format: Xbox One and PC

Studio: Lionhead Studios

Year: 2016

Fable Fortune Frontend Menu

I worked as a lead graphic artist on the Fable Fortune project at Lionhead Studios.  I was tasked with directing the UI layout and visuals while also communicating the Fable art style to an external development team.

This example illustrates the first rough planning stages for an idea of what the frontend menu could be.  I was keen to make the menu a 3D scene as this would allow us to establish a suitable atmosphere in one of the first screens to greet players.

Fable Fortune Frontend Menu

I created some initial rough sketches followed by some 3D white boxes using Autodesk Maya to prototype my ideas. These tests along with the planning sketches were invaluable when communicating what I would like to achieve with both the internal and external development team. We went through a series of iterations and feedback sessions to create a very atmospheric frontend menu.

Sadly Lionhead Studios came to a close before I could finish my work on the project.  This is how the frontend menu looked around that time (April 2016)…

Fable Fortune Frontend Menu

The menu set the mood of a fortune tellers table top very well, I worked up the scene to create some key art which was used in online marketing for the game.

Fable Fortune Keyart

The project continues to live on as some of my colleagues were able to continue development working as a new independent studio. You can follow the progress of the game on its website : www.fable-fortune.com

Publisher: Microsoft

Format: Xbox One and PC

Studio: Lionhead Studios

Year: 2016

Fable Anniversary UI Videos

At the start of 2013 I got asked if I wanted to work on a remastering of the original Fable game.  It was the release of the first Fable game, over 10 years ago, which made me want to work in the game industry.  I am thrilled and privileged to say that I have been able to work on the same game that opened my eyes and filled my dreams.  I dont think many can say that!

Here is a collection of videos showing some of the UI work I did for Fable Anniversary.  These videos show the PC version of the game using mouse and keyboard as the control system.

You can read more about each video and my processes on my portfolio pages:

http://www.missjenart.com/fable-anniversary-frontend-menu/
http://www.missjenart.com/fable-anniversary-inventory-menu/
http://www.missjenart.com/fable-anniversary-hud/