Game interface design covers menus, HUD, inventory, map, settings and every screen a player touches that is not the world itself. It has to feel like it belongs in your game and stay readable when things get busy. We work on hierarchy, controller and keyboard parity, accessibility, scaling across resolutions, and the component system your team builds from, so the fortieth screen is faster to make than the fourth.
In-Game UI / HUD Design sits under Experience Design, drawing on App & Mobile.
Your game plays well and the menus look like placeholder, because they were, and shipping is getting close. Or your team has built screens ad hoc and there is no system holding them together. UI is one of the first things reviewers mention and one of the last things studios budget for, which is usually the wrong order.
Hero art, character sheets and the rules for cropping them, so year two looks like year one.
View application →The capsule set, page layout and screenshots, built to read at every size Valve crops you to.
View application →A page you own for signups, keys and press, pointed at from every ad and post.
View application →