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Deliver Us Mars - UI

A snippet of the many UI concepts and game assets I made for Mars. Big shoutout to Hussain Shafiu who created the majority of UI assets, as well as Daniel Torkar who created most of the widget blueprints and some really neat effects.
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Deliver Us Mars is a team effort by some fantastic people:
Environment Artists: Jérémy Diederich, Felix Jansen, Tijn Kroon
Narrative 3D Artist: Anna Udding
Technical Artist: Daniel Torkar
Level design and dressing: Brian and Kevin van Schaijk
Concept artists: Anna Lubbers
Lighting: Nicholas Pålsson
Character Artists: Joyce Uijtdehaage, Isaac Momeni
Animation: Jill Slor, Daphne Zwarts

One of the logos I designed before Frontier Developments' creative services took over (and did a fantastic job)

One of the logos I designed before Frontier Developments' creative services took over (and did a fantastic job)

Earliest concept I did for the main menu.

Second iteration of the main menu. I built this one in-game as well, and included a bunch of easter eggs.

Very close to shipping we decided the main menu didn't pack enough punch so I built a new menu from scratch. Depending on the save game state we change environments, as well as custom animation states for Ayla.

The vignettes are really just some screenshots with foreground elements and particle effects that I built to give the impression that we're really there. This worked way better than I could've hoped.

The vignettes are really just some screenshots with foreground elements and particle effects that I built to give the impression that we're really there. This worked way better than I could've hoped.

Early sketches, getting a feel for what the tone was going to be.

Early sketches, getting a feel for what the tone was going to be.

I created a decal system that uses real text actors that can be localized, while still retaining a sense of texture and "graphic-ness".

I created a decal system that uses real text actors that can be localized, while still retaining a sense of texture and "graphic-ness".

Decal system in action.

I set up typography and size guidelines very early in development. This is very important to keep a good grip on both consistency and readability.

I set up typography and size guidelines very early in development. This is very important to keep a good grip on both consistency and readability.

Some patches I designed for various purposes. Always fun to channel some NASA style.

Some patches I designed for various purposes. Always fun to channel some NASA style.

I created a bunch of sub-uv textures to use as low framerate footage during the launch sequences in the game.

I created a bunch of sub-uv textures to use as low framerate footage during the launch sequences in the game.

Example of a sub-uv texture in action.

I often test out UI/UX concepts in Blender using mock gameplay animations to see if something is properly communicated. This is often more effective and faster than writing a document.

Loading icon I created in Blender, channeling some 80s scifi look.