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Other work — Game & Visual

UI Game Assets

Role
UI Artist & Designer
Year
2024
Tools
Photoshop, Graphic Tablet
Context
Standalone Asset Kit

A game UI kit built from the style of another artist's illustration: I analysed its shapes, colour, shading and lines, then designed a start menu, settings screen and component set that belong to it — built in Photoshop, ready to slice for a game engine.

The brief

Learn a style first. Then design the interface it would have.

A UI kit for a hypothetical game: start menu, settings and every component in between. Instead of starting from screens, I started from a reference illustration by another artist — taking its style apart in a style guide, then using those findings as the rules for my own interface.

Style guide

Four things make the style: its shapes, colour, shading and lines.

The reference illustration (top right) is not my work — it is by another artist and was used only to study the style. The analysis and the UI are mine.

  1. 01

    Shapes

    Simple shapes with high contrast and size variation — mainly circles, curves and a few triangles.

  2. 02

    Colour

    A split-complementary palette: black and white with saturated orange and green, high contrast for readability.

  3. 03

    Shading

    Barely any: the style lives on silhouettes, with shadow only under hair, mouth, eyes and flowers.

  4. 04

    Lines

    Mostly vertical, plus dotted and curved lines that give the composition flow and rhythm.

The screens

Every screen built from the same few shapes, colours and lines.

  1. 01 / 03

    Start menu

    The character and the snake frame the menu; one strong orange button makes Start the obvious first move, with Options and Quit stepping back.

  2. 02 / 03

    Settings

    The same circle carries difficulty, volume and brightness. Sliders and radio buttons reuse the eye, flower and dotted-line motifs from the art.

  3. 03 / 03

    Components & themes

    The full kit on a lighter theme: buttons, toggles, sliders, inputs, icons and type (Montserrat), so any screen can be assembled from parts.

Design decisions

  1. 01 Hierarchy Size, contrast and spacing put the primary action first — Play, Resume, Save — so nobody hunts for it.
  2. 02 Affordance Buttons look pressable and panels sit clearly apart from the art, with hover, pressed and disabled states.
  3. 03 Consistency One palette and one shape language — circles, dotted lines, thin borders — tie every screen together.

How it's built

  • Hand-drawn with a graphic tablet in Photoshop, built from vector shapes and smart objects so it scales from 1080p to 4K.
  • Layers grouped and named the way a developer would structure them in CSS or a Unity canvas, for a clean hand-off.
  • Colour themes made with adjustment layers, so a new mood or game mode is a quick variation rather than a redraw.

Why it matters Making the assets myself taught me how UI is drawn, sliced and handed over — so I can talk to artists, and structure CSS or a Unity canvas to match how the design is built.