Work Carried Out

UI and Style Guide

I assisted in researching and developing the UI style guide for a new AAA IP. Using the research I helped pooI, I produced menu layouts to become benchmarks and define the ingredients of our style guide. I produced template files for ingredients like buttons & panels, allowing the team to maintain consistency between mocks. I also worked on HUD elements, vignettes and icons. I collaborated across our two UK and worldwide co-dev studios.

Motion Graphics

I helped develop the animation style for our UI with Motion Graphic experiments made in After Effects. I produced various transitions of menus, buttons and widgets. I experimented with how animation can bring toast notifications to life and increase satisfaction and excitement. Alongside developing our style guide, I also produced animations to prove and bring context to HUD elements and UI-dependent game features.

UX Prototypes

I had the opportunity to learn and develop my skills within Adobe XD & Figma. When collaborating with game designers, I would produce clickable prototype wireframes, ensuring the layout and interface ticked all their boxes. I helped produce a reusable HUD UI component for Figma, aiding the team's wireframes. I also implemented the white box wireframe style into the game engine, allowing TAs to quickly reproduce the UI for new features in the game.

Presentation & Reviews

While working on the project, I conducted multiple competitor analyses presentations to gather benchmarks and identify areas for innovation on the various features I worked on. The presentations were delivered to directors and key stakeholders, allowing them to ask questions afterwards. Separate from the competitor analysis, I would also frequently participate in weekly Director Walkarounds, always keen to showcase the latest UI mockups.

UI Implementation

I've become highly proficient in using the game engine and UI middleware, which allowed me to implement various features, polish, debug and help the TAs. I implemented the UI style guide ingredients into the game, creating versatile and performance-efficient widgets for the UI buttons and panels. I also conducted weekly workshops to teach UI implementation to other UI Artists. These contributions resulted to me being nominated for an Outstanding Individual Achievement award.

Improvements in Workflow & Pipelines

I made Photoshop actions and smart-objects to automate the iconography texturing. For image texturing, as it was more complex, I created a Photoshop script to automate the process, later sharing this with the directors and the brand team for use within project presentations. I also developed an After Effects dockable UI plugin to generate our style guides layout grid and activate an animation workflow where you can trigger animations by markers.

Testimonies

“Peter has continually pushed his technical art skills, enabling him to support our TA team during the delivery […] and develop the UI team’s expertise.

Peter was responsible for implementing numerous director feedback requests across a variety of features, including our menus and HUD UI to support both our UK and [codev] studios. He also helped during absences to ensure the continued progress of our feature work.

To help develop the team’s knowledge of [UI Implementation], Peter developed comprehensive training materials and led an onsite workshop to introduce the basics, including a step-by-step walkthrough on how to build UI in-game. He also provided ongoing support through one-on-ones and organised weekly training sessions to share new techniques, troubleshoot bugs, and review UI challenges he created to support the team’s development.

Peter’s passion and commitment to both his personal growth and the advancement of the team have been outstanding. His efforts have positively impacted our project, empowering the UI team to support implementation and bug fixing.”

Stuart Tait, Lead UI Artist
Outstanding Individual Achievement Nomination