60-70% of the work time of Ui artists in games are not stuff we see on their portfolios, it's not full-screen crosshairs, or HUD designs and styleframes, but single elements exploration and technical guidelines.

Random examples from games I worked on, some doesn't exist anymore:
More guidelines and info to make sure thing looks correct in game, more examples.

I'll just post the images as most of them are sel-explanatory, also apologies for English mistakes, most of those are made in a hurry.
More examples from heavy Ui work that is very common for ui artists, most of those are from games I've worked on that doesn't exist anymore:
I'll keep going without explaining much as most are self-explanatory, hope this help folks out there seeing how the bulk of work really is, sometimes is not pretty work for portfolios, but just helping the game to play well, wireframing, greyboxing, prototyping :)
This kinda of stuff won't be the popular on your folios, but it shows problem-solving skills, not only nice style-frames.

I hired a total master of ui style frames once, unfortunately he failed intensely on being an ui artist on games. Did not have UX + problem solving mindset.
And unfortunately I can't show much of the work I have been doing for the past 4 years, as it's unreleased or still going, but I promise I will at some point folks.

Btw, most of those are studies, the final versions happened after those, so you're looking at sketches in a way :)
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