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Shieldmaiden - UI Explorations

One of my responsabilities during the production of Shieldmaiden was to make the UI from scrap, initial concepts to final in-engine art. Made in 2019-2020.

Level Select Screen. Since it was already estabilished that the hub area was a destroyed metro station I proposed a metro map, it got accepted quickly and we decided on this version.

Level Select Screen. Since it was already estabilished that the hub area was a destroyed metro station I proposed a metro map, it got accepted quickly and we decided on this version.

Additional concept for the sub-level selection.

Additional concept for the sub-level selection.

One of my big tasks was making the HUD, showing all the necessary info at a limited resolution.

One of my big tasks was making the HUD, showing all the necessary info at a limited resolution.

Once the direction was decided on, I started prototyping animations.

Once the direction was decided on, I started prototyping animations.

At some point we decided we wanted some small bits of dialog that didn't interrupt gameplay. I was responsible for it, ended up choosing a radio/codec direction for it.

At some point we decided we wanted some small bits of dialog that didn't interrupt gameplay. I was responsible for it, ended up choosing a radio/codec direction for it.

Some additional UI at the tail end of the project, multi-save management from the main menu.

Some additional UI at the tail end of the project, multi-save management from the main menu.