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Unannounced Project – MPG

 

Hi-Fi Mockups    UI Motion    Implementation

Throughout 2023-2024 I had the pleasure of working with the incredibly talented Art team at The Multiplayer Group on an unannounced third person sci-fi shooter project.

Collaborating closely with Designers, Engineers, and other Art disciplines, we developed a UI style that emulated an intergalactic operating system, representing the interface that in-universe characters would use to join in the minigames, creating a more immersive experience for players.

Influenced by a range of inspirations (from street fashion and comic books, to children’s TV shows) our goal was to create an edgy but friendly UI, packed with attitude while appealing to a wide range of ages.

Working alongside fellow Senior UI Artist Doug Loscalzo, and under the legendary leadership of UI Lead Ade Cottrell, I was responsible for developing several UI features from wireframe to art target and implementation in UE5, delivering a high quality interface that emphasises the game’s style and narrative.

If you’d like to find out more about this project, please visit The Multiplayer Group or speak to Roger Cheung.

Player Banner Concepts

One of my very first tasks on the project was exploring options for player banners, ensuring consistency with the overall UI style. Versatility was key, factoring in the screens where banners would appear as well as potential for customisation. My early designs included options to show additional detail such as player level, progress, and achievement badges, as well as more compact designs for use where space is restricted.

Once the design requirements and shape language was defined, I then moved onto exploring colours and patterns, utilising our UI colour palette to create a range of banner designs and avatar icons that players could potentially unlock.

Player banner design options suitable for use on a landing screen
Player banner design options including a range of colours and patterns

Mockups and Previs

During my time on the project I was tasked with the development of several features. I worked on an early iteration of the game’s landing screen, rewards screen, and spectator screen. The rewards screen, in particular, was an important step in defining our animation style as well as showcasing to players the awesome character skins created by the wider art team.

Spectator Screen

In keeping with the UI’s overarching theme, I designed the spectator screen to simulate watching the remainder of the game via a screen, as in-universe characters would. It was important to carefully balance elements like visible scanlines and screen reflections with the actual HUD information to ensure that players could still get all the information they need.

Video game HUD showing Spectator Mode

Landing Screen

For the landing screen I was tasked with arranging existing assets (created by Doug and Ade) and combing them with several new elements (designed by myself) to create a balanced landing screen. Being one of the first screens that a player experiences, it was essential that information was displayed not just clearly, but also in an engaging way. 

Video Game Landing Screen

Rewards Screen

The rewards screen was an important stage in the development of our UI style. Alongside features like the Battle Pass screen, the rewards screen played an essential role in showcasing the exciting rewards that players unlocked by completing minigames. My primary goal was to put these rewards front and centre, while maintaining a UI system and style that was consistent with other screens in the game. To further solidify the design, I worked on an animated previs exploring transitions when scrolling between individual rewards.

Video game rewards screen

HUD

The game’s HUD was a truly collaborative effort, with contributions from myself, Ade, and Doug. Some of the key UI features that I worked on included the score widget, ability icons, weapon pick-up widget, event call out, and emote wheel.

Video game HUD
video game HUD
Video game emote wheel
Video game HUD showing event call out

 

The examples included here barely scratches the surface of the tremendous amount of skill, talent and effort that went into this project across the entire team. In particular I wanted to call out some members of the art team who contributed to making the project such a success – not only that, they were an all-round awesome bunch of people to work with!

James Roadley-Battin and John Kelly – our visionary Art Directors
Ade Cottrell and Doug Loscalzo – our small but perfectly formed UI/UX team
Phillip Höhnel, Ella Sims, Frida Arntsen, Tom O’Brien, Robin Mitchell, Abby Karnstein, Alex Mourant, Chris Winstone, Dan Francis, Daniel Horia, Joseto Martinez, Julia Platenkamp, Reut Elad, and Oskar Matula – the magical concept, tech, animation, level, environment and character artists!

© Josie Baughan 2025