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USER INTERFACE DESIGN

Examples of different types of UI/UX systems.

STAR WARS: HUNTERS

BossaAlien/Zynga - Mobile

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Collaborated with LucasArts to develop a fresh perspective on the Star Wars franchise. The project aimed to design vibrant and engaging game show/event visuals tailored for the mobile market.

Key responsibilities included:

Creating UX wireframes
Designing UI mockups
Developing visual animatics
Visualizing features and implementing approved assets

Motherland FPS UI & HUD

Bossa - PC/Consoles​

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An alternate past FPS, where the player needs to construct a companion protector to venture into the blackout wastelands of wartorn Russia. 

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The UI was designed to have a monochrome look with a mix of 70's & modern computer designs.

  

Creating UX wireframes

Designing UI mockups

Developing visual animatics

DECKSPLASH

Bossa - PC/Consoles

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A vibrant and exciting multiplayer team game where players use skateboards to perform tricks and build combos. Successful landings trigger paint explosions, covering the area around them. The bigger the combo, the bigger the splash. The team with the most area covered wins.

My role was to design a clean and fresh UI that matched the game’s fun and arcade style. The brief was to create something reminiscent of a SEGA product from the 90s.

This involved:

Implementing slick transitions
Incorporating fun 3D assets in the menus
Enhancing VFX for a dynamic experience

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Key responsibilities included:

 

Creating UX wireframes

Designing UI mockups

Developing visual animatics

Visualizing features and implementing approved designs.

MOBILE COVER SHOOTER

Space Ape - Mobile

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Created UI/UX for a shooter for mobile devices.

I was in charge of the look and feel of the Menus and HUD as well as the VFX.

TRANSFORMERS: EARTH WARS

Space Ape - Mobile

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Collaborated closely with Hasbro to infuse the Transformers style into the UI and GUI design. The goal was to blend the classic 80s toy line packaging aesthetics with modern elements and accents.

The Space Bridge, I coordinated with audio, environment, and design teams to bring this main loot-collecting system to life. My responsibilities included designing and building a full 3D space, VFX, and menu system for the scene.

The integration of UI, VFX, and 3D elements allowed me to develop a fully functional prototype that was successfully implemented into the game.

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​​​Key responsibilities included:

 

Creating UX wireframes

Designing UI mockups

Developing visual animatics

Visualizing features and implementing approved designs.

RIVAL KINGDOMS

Space Ape - Mobile

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Rival Kingdom has a more core gamer aesthetic and my role was to help bring this visual style into the menus and HUD. 

I was tasked to bring more 3D elements into the UI framework. Replacing static 2D assets with 3D animated versions with VFX. 

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The videos below show a couple of examples of how we injected some 3d into the menus. 

THE VOICE

Activision/Zoe Mode - Console

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The brief was to capture the essence of the show by blending high-end TV production with fun gaming elements.

 

The menus needed to feature lens flares, shiny chrome, 3D animated transitions, and strong colour tones to remain true to the brand.

The On-Screen Display (OSD) was designed to be easy to read while incorporating glitzy visual effects and award animations.

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Video shows the game in action.

PRO EVOLUTION SOCCER

Konami - Console

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The brief was to develop a front-end that would propel the series into the modern, next-gen space. The design needed to maintain a high level of polish and ease of use, comparable to the market leader.

I created multiple UI styles to provide a variety of interactions and demonstrated menu customization to reflect team choices.

ZUMBA - DIGITAL DANCE 

Majestico/505/Zoe Mode - Console

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The Zumba UX needed to be robust enough to handle multiple input systems, including Kinect gesture control, voice, pointer, and game pad input.

Since the games are aimed at non-gamers, the menu had to be clear, quick, and smooth, with a high level of VFX polish.

Several On-Screen Display (OSD) elements were hand-animated before being exported into the UI engine.

Moodboards were used to explain to the publisher how I approached the tasks.

The gallery showcases a mix of different Zumba titles, highlighting the various systems.

 

The videos below show the OSD and FE in action

SING IT

Disney/Zoe Mode - Console

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This product provided me with extensive experience in UX design. The menus needed to be easy to navigate, targeting an audience of 6 to 15 years old.

Key visual elements included bold text, shapes, and icons. Dynamic transitions and VFX were used to make the front-end engaging.

The On-Screen Display (OSD) responded to players’ vocal input, controlling the pitch ball’s movement up and down as it traveled across the screen.

Multiple VFX were created for various systems, including fill lozenges, curved notes, multipliers, and text feedback, all of which were affected when the pitch ball passed over them.

 

The video right shows the OSD  in action

© 2024 Jason Cunningham

 

 

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