Toys For BOB
Senior UI Artist, UX Designer
Responsible for the oversite of the UI from beginning to end, working with one UI engineer.
This version of Skylanders allowed the player to defeat, capture and play as the villains of Skylands.
Visually, I wanted the UI to have the same playfulness of the toys. This was accomplished by creating the screens in a 3D space, modeling out the buttons to feel like toys that the player could reach out and pick up. The added depth and motion made this UI extremely fun to navigate and play with.
Game Created using the Toys for Bob Engine.
Title Screen, Save Slot Screen and Mode Select Screen
I had a ton of fun modeling out the buttons for these screens. The top-level screens started in 3D and transitioned to 2D for the lower-level (more complex) screen.
Examples of pause menu (settings model/button), controller, and sound screens.
Example of the chapter (level) select screen and loading screens. The level loading screens show an image of its destination and progression status.
Examples of the Collection Menu and Skylander Collection Screens.
Example of the Villain Vault Screen.
Examples of pause menu (wanted poster model/button) and Wanted Poster Screens.
This is the explosive moment when the player puts the toy on the portal, and it comes to life in the game. Magic!
Responsible for the UI portions. Modeled out the text and element logos.
This are the screen that allowed the player to customize their Skylander.
Wanted Poster Reveal, Quest Discovered and Defeated Screens.
This Magic Moment was a little bit different then the regular one. The trap could hold multiple villains and required the player to choose one prior to continuing back to gameplay. Magic!
Various examples of the HUD elements in the game.
Examples of meeting Auric and store/purchase screens.
Examples of the upgrade screens.
Examples of meeting Dreadbeard and card selection screens.
Examples of playing the game.