Thick as Thieves: UI/UX
NPC behavioral elements

NPC behavioral elements

Animated mock-ups for various NPC behavioral states

Animated mock-ups for various NPC behavioral states

Concepts for the Map

Concepts for the Map

I hand-drew everything!

I hand-drew everything!

Clue Journal page

Clue Journal page

Stealth Orb concepts

Stealth Orb concepts

Animated mock-ups for the stealth orb

Animated mock-ups for the stealth orb

Health bar and other HUD elements

Health bar and other HUD elements

Comparison between one of my mock-ups and the final in-game HUD.

Comparison between one of my mock-ups and the final in-game HUD.

Many iterations for the Wardrobe, where players could edit their loadout and cosmetics.

Many iterations for the Wardrobe, where players could edit their loadout and cosmetics.

I mocked-up various animations to showcase the flow of the Wardrobe.

I mocked-up various animations to showcase the flow of the Wardrobe.

The match lobby was also quite ambitious.

The match lobby was also quite ambitious.

Match End Screen mock-ups

Match End Screen mock-ups

Animated mock-up of the match-end screen. The final version we see in-game was almost identical to this.

I also contributed UI/UX designs and implemented within UE5 most of the other screens the player interacts with.

I also contributed UI/UX designs and implemented within UE5 most of the other screens the player interacts with.

As we got closer to the release of Thick as Thieves, I helped redesign and refresh most of the UI/UX. I would also go on to create many final art assets and implement them within the engine. Of course, I did not do it alone, and I did not always start from scratch - we had been working with and iterating on older wireframes created by past project contributors (shout out to UI/UX designers Mark Lemmons and Stephan Walther). There were many ideas we had to cut and scale down on, but we remained ambitious despite tight timelines!

Engineers Seth Bujosa, Judd Cohen, and Daniel Carter were all instrumental in getting things working and reviewing my code.
Tech Artist Chris Hartelius contributed a lot with animations and renders.
Art Director was Matt Moore.