D2 Visual
Design

Various UI and motion designs done over D2’s Lifespan. Part of my process also involves implementing my art specs into the game with our in-house UI editor tool.

Role

UX / Visual Design

Team

Ryan Klaverweide, Jenn

Ash, Mackay Clarke

Type

PS4 / Xbox / PC

Deliverables

Wireframes, Visual Design

Shadowkeep Director

Low-fidelity wireframes exploring various layouts for the new Moon Destination. The goal was to emphasize the prescence of a new destination without re-training players on learning a drastically new layout.         

Low-fidelity wireframes exploring various layouts for the new Moon Destination. The goal was to emphasize the prescence of a new destination without re-training players on learning a drastically new layout.         

Low-fidelity wireframes exploring various layouts for the new Moon Destination. The goal was to emphasize the prescence of a new destination without re-training players on learning a drastically new layout.         

Low-fidelity wireframes exploring various layouts for the new Moon Destination. The goal was to emphasize the prescence of a new destination without re-training players on learning a drastically new layout.         

Visual Design

Photoshop mockup to final in-game implementation. Shadowkeep release's overall theme utilized red for its visual identity. To draw viewers' eye towards the new moon destination, I incorporated a red nebula around the core art assets. Testing showed players' eyes were naturally drawn to this area on the Director.​​​​​​​

Photoshop mockup to final in-game implementation. Shadowkeep release's overall theme utilized red for its visual identity. To draw viewers' eye towards the new moon destination, I incorporated a red nebula around the core art assets. Testing showed players' eyes were naturally drawn to this area on the Director.​​​​​​​

Photoshop mockup to final in-game implementation. Shadowkeep release's overall theme utilized red for its visual identity. To draw viewers' eye towards the new moon destination, I incorporated a red nebula around the core art assets. Testing showed players' eyes were naturally drawn to this area on the Director.​​​​​​​

Photoshop mockup to final in-game implementation. Shadowkeep release's overall theme utilized red for its visual identity. To draw viewers' eye towards the new moon destination, I incorporated a red nebula around the core art assets. Testing showed players' eyes were naturally drawn to this area on the Director.​​​​​​​

Gambit Activity Screen

Gambit is a new multiplayer game type introduced in the Forsaken release. A new activity launch screen was designed to accomodate the various new activities for players to choose from.  Node hierarchy was arranged to emphasize new or important activities.

Gambit is a new multiplayer game type introduced in the Forsaken release. A new activity launch screen was designed to accomodate the various new activities for players to choose from.  Node hierarchy was arranged to emphasize new or important activities.

Gambit is a new multiplayer game type introduced in the Forsaken release. A new activity launch screen was designed to accomodate the various new activities for players to choose from.  Node hierarchy was arranged to emphasize new or important activities.

Gambit is a new multiplayer game type introduced in the Forsaken release. A new activity launch screen was designed to accomodate the various new activities for players to choose from.  Node hierarchy was arranged to emphasize new or important activities.

Gambit Director concept and final in-game implementation.

Gambit Director concept and final in-game implementation.

Gambit Director concept and final in-game implementation.

Gambit Director concept and final in-game implementation.

Destination Map

Destination maps were created with a combination of in-game top-down renders and paint-overs to fill in any gaps with the geometry.

Destination maps were created with a combination of in-game top-down renders and paint-overs to fill in any gaps with the geometry.

Destination maps were created with a combination of in-game top-down renders and paint-overs to fill in any gaps with the geometry.

Destination maps were created with a combination of in-game top-down renders and paint-overs to fill in any gaps with the geometry.

Destination Toast Concepts

Gambit Score HUD

Score HUD concept for draining motes in the game mode “Gambit Prime”. During gameplay, each team will get a visual cue if their banked motes score is dropping. This helps alert the teams towards addressing any blockers affecting their banked motes.

Score HUD concept for draining motes in the game mode “Gambit Prime”. During gameplay, each team will get a visual cue if their banked motes score is dropping. This helps alert the teams towards addressing any blockers affecting their banked motes.

Score HUD concept for draining motes in the game mode “Gambit Prime”. During gameplay, each team will get a visual cue if their banked motes score is dropping. This helps alert the teams towards addressing any blockers affecting their banked motes.

Score HUD concept for draining motes in the game mode “Gambit Prime”. During gameplay, each team will get a visual cue if their banked motes score is dropping. This helps alert the teams towards addressing any blockers affecting their banked motes.

Tool Tips

Weapon Inspection

An unofficial exercise in screen design. I took the D2 Weapon Inspection screen and imagined what a re-design could look like based on the current Destiny aesthetic.

An unofficial exercise in screen design. I took the D2 Weapon Inspection screen and imagined what a re-design could look like based on the current Destiny aesthetic.

An unofficial exercise in screen design. I took the D2 Weapon Inspection screen and imagined what a re-design could look like based on the current Destiny aesthetic.

An unofficial exercise in screen design. I took the D2 Weapon Inspection screen and imagined what a re-design could look like based on the current Destiny aesthetic.

V2

Another exercise where I took the Destiny Weapon Inspection screen and designed the UI in a different aesthetic.

Another exercise where I took the Destiny Weapon Inspection screen and designed the UI in a different aesthetic.

Another exercise where I took the Destiny Weapon Inspection screen and designed the UI in a different aesthetic.

Another exercise where I took the Destiny Weapon Inspection screen and designed the UI in a different aesthetic.

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