Fae Farm
Lead UI Artist
Responsible for the creation and oversight of the UI art, working with a team of engineers, UX designer and (icon,map) art support.
This was a heavy UI game with a small team so the goal was to create a templated UI that could be repurposed into making any combination of screens. I set up and create the initial screens, capturing all the UX beats and the base elements for the UI art and animations. The screens are then handed off the engineering to hook up the in game. Setting up the screens this way allowed for the UI art and animation to be revised after the screen is in the game and working.
Visually, I wanted to create soft comforting (cozy) colors that would connect to the world palette while allowing the vast amount of UI elements and icons to visually pop. The menu's colors were pulled from the wood textures and models in the game. Always trying to find the perfect balance so that the UI colors stand out enough over top of the world layer while also fitting in with the world’s overall look and feel.
Game developed using the Unreal Engine.
Derek Valerio, Senior UX Designer
Responsible for all the UI screens User Experience in Fae Farm.
Additional UI art support:
Dave Gibson, Jeff Buchwitz, Gabi Overberg, Kim Parker, Michelle Ang and Katie De Sousa
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Examples of the main menu, add-on content and loading screen.
Examples of the setting, colorblind and control screens.
Examples of the character and color screens.
Examples of the pause menu, HUD treatment and active item wheel select screen.
Examples of quest accept, pinned quest and quest log screen.
Examples of early and late versions of the world map screen.
Kim Parker - Concept artist responsible for the map art.
Examples of the inventory and outfit editor screens.
Examples of the house storage, transfer and filter screens
Examples of construction, in world placement and wall decoration screens.
Examples of the crafting and conversion screens.
Examples of the almanacs (list, tab and more information) screens.
Examples of the skill and tool progression screen. The tool screen is also used as the store for the Blacksmith.
Examples of coziness (early, late and placement) screens.
Examples of the dungeon (tracker, pedestal and teleport) screens.
Examples of animal care (ledger, selling and trough) screens.
Examples of the relationship and dialogue screens.
Examples of the (requirements list) and (gold only) screens.
Examples of emote, message and wand select wheel screens.
Examples of the mailbox, calendar and shipping contract screens.
Examples of the buddy binder, equip trinket and selection popup screens.
Examples of the end of day and market table screens.