Back to Level 3

Level – 3

Studio Work

Production UI for a live free-to-play racing title — mobile-first, but built and shipped cross-platform — made during my internship at NaturalMotion. Eleven feature areas: the screens a player lives in, the moments that interrupt them, and the art that fills both.

Role
UI Artist
Studio
NaturalMotion
Year
2022 – 2023
Tools
Photoshop, Illustrator, Unity, Jira

Selected UI work and interface concepts created during my internship at NaturalMotion. Some screens shown are collaborative production work, while others were designed independently — the note on each section says which. All showcased content is based on publicly released or soft-launched material.

The game shipped on mobile, tablet, PC and cross-platform, so many screens exist in several versions. Where a section shows more than one, the row is labelled with the platform it belongs to.

8 screens

Player Profile

The player’s home in the game — identity, stats and progression gathered into a single panel. Eight screens covering the layout, the states it moves through, and how the panel changes as a player levels up and unlocks the elements that sit on it.

Created and iterated on multiple player profile directions — layout hierarchy, progression display and social features.

  • Layout
  • States
  • Progression
View all 8 →

11 screens

Messaging & Rewards

The inbox and the reward flow that runs through it — the message list, the states an individual message moves between, the claim and collect screens, and the reporting path. Eleven screens covering how a player is notified, what they see, and what happens once they act on it.

Designed the complete messaging interface flow, including system notifications, reward collection and gift presentation.

  • Inbox
  • Reward flow
  • Message states
View all 11 →

7 screens

PvP Interface

The competitive side of the game — the ladder, the tier badges that mark a player’s standing, and the interface wrapped around them. Seven screens covering how rank is presented going into a match and coming out of one.

Designed competitive mode interface concepts focused on progression visibility, ranking presentation and event accessibility.

  • Ranks
  • Tier badges
  • Match flow
View all 7 →

3 screens

Crew Selection

Screens for the game’s social groups — browsing the crews on offer, the act of joining one, and the emblems that tell them apart at a glance.

Contributed to visual assets and interface elements for crew-based social systems, including player identity icons and group features.

  • Social
  • Emblems
View all 3 →

6 screens

Pop-Ups & Rewards

The modals that interrupt play to announce a feature or hand over a reward. Two pop-ups drawn across the full sequence the player meets them in — locked, then unlocked, then claimed — so the frame holds still while the artwork and the action on it change.

Designed and contributed to various in-game pop-ups covering rewards, notifications, progression feedback and feature communication.

  • Modals
  • Reward states
  • Feature comms
View all 6 →

6 pieces

Deeplinking Campaign

Campaign artwork for the game’s deeplinked entry points, produced for both phone and tablet. Six pieces, each recomposed rather than rescaled so the focal point survives the change in aspect ratio.

Contributed to interface concepts for feature entry flows and event navigation, guiding players toward limited-time activities and promotional content.

  • Campaign art
  • Phone
  • Tablet
View all 6 →

1 sheet

Logo & Branding

Logo work for the game’s player titles — the wide exploration and the narrowing that followed, collected on one sheet. Wordmarks for Tuner, Globe Trotter, Competitor, Collector, Crew Member and the rest, each with its own icon set.

Explored multiple logo directions and graphic treatments for in-game features, events and UI branding elements.

  • Wordmarks
  • Feature badges
  • Exploration
Logo exploration sheet →

6 pieces

Feature Logos

Logos for the features and events themselves rather than for player titles — the mark that sits on a live event’s entry point and has to say what it is at a glance. Six pieces, each drawn to read at the size an event tile actually gets.

Explored multiple logo directions and graphic treatments for in-game features, events and UI branding elements.

  • Event logos
  • Feature marks
  • Exploration
View all 6 →

10 pieces

Icons & Avatars

The customisation set — helmets, emblems and the icons a player picks between to make an account look like theirs. Ten pieces, drawn to stay legible at the size they actually appear rather than the size they were drawn at.

Contributed to icon development, avatar customisation assets and visual exploration for player identity systems and crew functionality.

  • Icons
  • Helmets
  • Customisation
View all 10 →

30 of 300+

Character Portraits

Real model photography, turned into game character figures. Every character was cut three ways — full body, torso-up and face — across five poses to start, with more poses and more characters added later: somewhere north of three hundred images in all. The thirty here are the torso-up set, held to one framing and lighting spec so the roster reads as a single cast.

Edited every figure myself from supplied photography, to a brief that set the effects and treatments.

  • Cast
  • Photo to game art
  • Volume production
View all 30 →

4 pieces

UI Exploration

Layout studies for the racing interface — four pieces working through where information sits on screen, what the eye reaches first, and how much can share a screen before the read falls apart.

A UI art test completed as part of the application process, focused on interface layout, visual hierarchy and presentation for a mobile racing game.

  • Layout
  • Hierarchy
View all 4 →