League of War: Mercenaries

For LOW: Mercenaries, I was the sole UI Artist for the project. My responsibilities included:

  • Working with the art director to create a UI style that fit within their artistic vision.
  • Working with the Design team to understand the design goals and needs for the project to better the UX flow.
  • Designing all wireframes and organizing game content
  • Sole creator of all UI elements (excluding the NPCs, NPC icons, tech, and ability icons which were created by the concept artist)
  • Setting up and populating all UI prefabs in Unity and then passing off to engineering.

Icons

 
 

Original UI Style

The UI was originally published with the UI style below, however after a shift to tone down the 'futuristic' feel of the game, the UI color scheme adjusted to the neutral, gray, and yellow color palette featured above.

UI color palette and font

Primary buttons

Selection frames and Game Statsbar

Primary building interiors all use an 'inspector' functionality to view more information. This is the modular set up for all the inspectors in the game.

 Homebase UI and Hangar UI; the Hangar is the primary place for players to view,  upgrade, and add abilities to their units.

Homebase UI and Hangar UI; the Hangar is the primary place for players to view,  upgrade, and add abilities to their units.

 Campaign Map UI and Mission Briefing set up where players can organize their units and defense towers prior to battle.

Campaign Map UI and Mission Briefing set up where players can organize their units and defense towers prior to battle.

League of War: Mercenaries®  by Munkyfun®