Customization ‘Looks’ Screen

 

Looks Screen UX ideation and UI art design

I wireframed the character customization experience for the game working with Rocksteady designers and other UI lead at the time. The experience underwent multiple iterations and was approved going into the final where I was one of several artists who helped design the final art for the screen. This design was an initiative to consolidate all the customization elements into one handy location for the player and streamline the process of editing.

 

Role

UX/UI Designer Lead at Unbroken (Partnered with Rocksteady)

Core Responsibilities

Design the entire UX and UI design for the Looks screen where players can customize their character’s visuals and emotes.


 

The Player Customisation Menu should...

  • Be easy to navigate

  • Clearly show all available options

  • Clearly show what you have equipped

  • Treat the character (actor) as king

  • Look really cool

The Player Customisation Menu should NOT...

  • Have too intricate interaction layers

  • Be generic

  • Take long to navigate through

 

The flow discussed before wireframes started and approved by the design team at Rocksteady

Each wireframe was annotated to both ensure the game designers were happy with the design as well as help direct engineers for first-pass implementation and greyboxing.

A goal was to keep the experience familiar enough with similar games while still reading fresh and unique for the IP

Final screens