UI Artist
October 2021 - December 2021
Figma, Illustrator, Discord
RealmBrewer is an upcoming tabletop RPG which gives players the tools to make any D&D campaign their heart desires. With a focus on accessibility and player freedom, RealmBrewer’s flexible mechanics put the full power of imagination into the hands of the player.
1. Client Acquisition
2. Receive design request
3. Wireframes
4. Information Architecture
5. UI style moodboard
6. Present first pass to client
7. Iterate on first pass based off client feedback
8. Present final pass to client
9. Create UI blanks and provide client with all relevant files
After coming across a job post seeking a UI artist for a tabletop RPG, I got in contact with two of Mythiary Studios’ founders. They explained that the only things holding their pitch deck back were 1) a couple of UI mockups for a HUD system and 2) a visual scripting editor known as their ‘Homebrew System’.
At our next meeting about a week later, I presented my clients with wireframes for both the HUD (heads-up display) and Homebrewing screen.
I wanted the HUD UI to take up as little space as possible, so that the player’s focus could remain on the gameplay in the center of the screen. However, my clients pointed out that certain icons and buttons could still be enlarged to provide greater accessibility for players.
Meanwhile, the Homebrew screen would appear similar to the visual programming language, Scratch. Players could drag and drop blocks of code—shaped like runes—into the editor to create complex cause-and-effect scenarios for their characters.
Since my tasks were only to create singular mockups for each screen—and did not include showcasing interactions—I found it helpful to create some rudimentary information architecture charts. This allowed me to keep track of necessary features and where they would be placed beneath expanding UI elements.
To ensure I properly understood my clients’ vision for the UI art direction, I also created a moodboard consisting of UI screenshots from several different games. Through this moodboard, my clients and I were able to narrow down the art direction for the screens.
I presented my first high-fidelity UI pass to my clients at my subsequent meeting. While they felt it was good overall, I still received some great feedback on my screens.
For the HUD:
• The hotbar (bottom-left of screen) was not optimally placed, and could instead be placed at the bottom-center of the screen
• There needed to be a hotbar key for each numerical button input on the keyboard, as well as the ability to toggle through multiple sets of hotbars
• The chat UI could benefit from clear visual separators between chatting players
• The Initiative Tracker (top-left of screen) had too much unnecessary space left over in its current iteration, and could be redesigned to showcase more of the game behind it
As for the Homebrew screen:
• It was visually inconsistent with the UI from the HUD—as if the two screens didn’t belong to the same game
• The highly rendered runes were too visually distracting
With this feedback, I iterated on my designs and presented a final pass to my clients.
In the HUD, I moved the hotbar, added opaque boxes behind each individual chat bubble in the Chat UI, and redesigned the Initiative Tracker to take up less unnecessary space. Additionally, I designed UI elements—such as frames, arrows, and scrollbars—to have an Art Deco style, in accordance with my clients’ design specifications.
As for the Homebrew screen, I changed the overall color scheme to match the aged-paper aesthetic of the HUD panels. I also simplified the runes to be closer to a flat design style.
Overall, this was an incredibly positive freelancing experience, and I continue to have a good relationship with these clients. This project challenged me to design a little outside my comfort zone, as I had never experimented with the Art Deco style prior to this experience. In the future, I would like to play around with UI styling more to create even more unique visuals.