Kyle Craig
Kyle Craig
Senior Product Designer

 WILDCARD

Wildcard is a MOBA type 3rd person action sports game, with an emphasis on card collection. Players choose a champion, and build decks of summonable characters to use against their opponents in futuristic arenas. The game went through several years of production and design changes in order to hone the experience and the work here shows several iterations of layouts, compositions, and styles as we progressed to the final result.

I was the UI/ UX director and responsible for defining and leading the creative vision, UX strategy, and execution of all in-game interface systems.


WIRES



FONT



ICONOGRAPHY



MENUS


MAIN MENU

FINAL VERSION


DECKBUILDER


FINAL VERSION


DETAILS AND COSMETICS



BINDER



STORE



PACK OPENING



PLAY



HUD


Wildcard_Thumbnail.png

Prisoner’s Dilemma

I worked as the UI lead in the pre-production stages of Prisoner’s Dilemma. Unfortunately, the game was never finished, but I had alot of fun exploring and creating the different systems the game would utilize. Exploration ranged from Character Select, where you can buy an inmate’s sentence and then choose from your crew in a revolving prison structure, to interactive terminal screens that could be found throughout the missions. In addition, HUD elements were explored ranging from Health, Shield, and Weapons systems to Inventory UI and stealing mechanics.

I also created the menu system used in the Visual Target, as well as the character avatars used in the HUD.

 

Visual Target

 
 

Pre-Game Flow

Pre_Game_Flow_v01.png
 

Terminal Screens

Terminal_Flow_v01.png
 

HUD Exploration

Objective_Main.gif
 

Inventory

Inventory.gif
 

Previous Project

NSLT

 

Next Project

Blue Sun

Cobalt.jpg

Orcs Must Die - Unchained

I worked as the UI lead for the Dashboard portion of Orcs Must Die Unchained. I was given the opportunity to take the existing dashboard and rework the UI style and the UX flow to bring the interface into a more modern day style. I worked closely with dashboard programmers to layout created assets and animations in Unity, as they provided code functionality that were necessary to realize the new dashboard.

OMDU_SplashScreen.png
OMDU_DashBoardHome.png
OMDU_DashBoardPlayScreen.png
OMDU_DashBoardStore.png
OMDU_DashBoardWorkShop.png

CHEST OPENING SEQUENCE



Character Select


HERO_SELECT.gif
HERO_SELECT-2.gif
HERO_SELECT-3.gif

DIFFICULTY LEVEL


LEVEL_SELECT.gif
Orcs.jpg

WARTORN

Wartorn is a gritty Real Time Strategy game set in a painted fantasy world. You build armies and control squads of unique characters and monsters as you maneuver and fight in an unforgiving environment.

As the Principal UI/ UX Designer, I was responsible for the initial branding, UI direction, and UX strategy.

 

Wires & Flows

 

Victory & Defeat

 

Visual Identity

 

Menus & HUD

 

Wartorn_Thumbnail.png

NEW SUPER LUCKY’S TALE

I worked as a UI artist helping to concept some of the elements of the game “New Super Lucky’s Tale.” My main focus was creating a menu system using the book that Lucky uses to transport worlds. Below are some concepts for the menu as well as some additional screens.

 

Menus

BookComp_v01.png
 

Level Complete

 

Character Dialog

 

Costume Shop

Luckys_CostumeShop_Selected.png
 

Lucky_UI.png

BLUE SUN

I worked as the lead UI designer for a sci fi roguelike game called Blue Sun. Responsibilities included conception of the UI/UX based on design needs, as well as creating the overall style, art, and animation assets used in game. Implementation in Unity was done with the help of programmers working to expose the data needed to simulate the UI systems.

 

Character Generator


COMBAT


 

Main UI

UI_Explore_Port.jpg
 

BlueSun.jpg

JUGGERNAUTS 

Juggernauts was initially a simple game pitch that I wanted to challenge myself by further fleshing out the actual game design and concept. The game centers around an 80’s era group of friends who accidentally awaken a friendly mech. The design of the mech is similar to Voltron, in that the larger mech is made up of smaller individually controlled mechs that represent the different character traits of the friends.

 

Sketches and Concepts

 

Wireframes

 

Color Palette/Font

I wanted the color palette to reflect an 80’s feel, so I referenced product design and food design from that era. For the font, I wanted a contrast of a sci-fi font for headers and page titles, and a simpler font for the descriptions and secondary info.

 

Equipping/ Customizing

One of the major aspects of the game is the ability to customize each mech with gear found in the exploration stages. It was important to have a friendly feeling interface that would feel kid-friendly but not childish. I wanted the environment to feel like these adjustments were taking place in one of the friend’s garages as opposed to some super elaborate lab.

 

Combat

I wanted combat to be turn based and methodical as it was important to strategize the different abilities of the friends and their mechs. As successful attacks are pulled off, the transformation meter begins to build, and at its apex, allows for the individual mechs to come together and perform a devastating super move.

 

Exploration

 

Previous Project

Mobile Game Pitches

Next Project

NSLT

 
Juggernauts_Thumbnail.png

MOBILE GAMES PITCH

I was asked to create a series of one image concepts for a presentation of mobile game ideas. Each idea had a brief description of the game design and I was able to run with the potential UI and look.

 

Sci-Fi Zombies

The general idea was Among Us, but with a focus on working together to complete tasks aboard a spaceship, while defending against hordes of zombies.

 

Haunted Mansion

Working together with 3 friends, you explore a haunted mansion, maximizing loot and avoiding ghosts, until the inevitable sunrise.

 

Oregon Trail

A reimagining of Oregon Trail, where you must make difficult decisions that will affect your companions and the perilous journey ahead.

 

Tavern

You run a seemingly pleasant tavern, managing customers and orders, but lurking underneath is a sinister secret.

 

Previous Project

Wartorn

Next Project

Juggernauts

 
Mobile_Thumbnail2.png

BORDERLANDS: ECHOVISION

Borderlands: Echovision is an interactive mobile series. The interactive series explores the (mis)adventures of eight unsuspecting tourists who find themselves in peril, marooned on Eden-6 after setting off on an “Adventure Safari” to follow in the footsteps of Vault Hunters and bask in their glory. Fans will have direct and permanent influence on the story and characters of Borderlands: EchoVision Live, an unfolding narrative experience in which all audience members engage over which story decisions are made and collectively experience a shared outcome.

I worked as the initial UI/ UX lead and was responsible for creating UX flows for specific features, the game’s title design, as well as designing interfaces that pulled from the Borderlands style and branding.

 

Bidding

Bidding is a system that would allow spectators to use currency/clout to further progress the story by bidding one of several outcomes. Bids would be timed events that would engage spectators and allow them to interact at different parts of the story. Spectators could also see the current progress of the outcomes based on what decisions others were bidding on.

 

Crafting

Crafting was an interactive part of the story where you would need to follow on screen prompts in order to build or create an item necessary for progressing the story. This particular example revolved around creating explosive barrels in order to break into a workshop.

 

Harvesting

Harvesting was another interactive part of the story where you would need to follow on screen prompts in order to harvest items required for crafting.

 

Reloading Mini-Game

These were a series of explorations of a real-time event in which you needed to reload your weapon as you fight against hordes of creatures. Stopping the meter at just the right second would net you rewards like instant reloading and higher damage. Missing the window could cause your gun to jam leaving you defenseless.

 

Logo Design

 

Final Version

 

 

Next Project

Wartorn

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