Fortnite
Senior UI Artist, 2013–2016
On Fortnite, one of my first tasks was working closely with the Art Director to design the game's official logo. Starting from a rough draft, we went through 18 iterations before landing on the final design.
I implemented the bulk of the frontend menus and HUD available during the closed alpha tests from 2014-2016. I also created custom shader materials for UI components, including a node graph element that exclusively used shader-driven animation and input states.
I built out a comprehensive UI style guide and a library of in-engine widget. Fortnite had a complex inventory system. Many items had primary, secondary, and tertiary item type iconography alongside durability, item level and item tier, across ten rarity levels. That system needed distinct frame treatments for 'transient' items (crafting ingredients, weapons, gadgets) versus 'persistent' items (heroes, workers, schematics).
Excerpt from the UI Style Guide (2015)
Along with the UI widget library, I created most of the game's iconography (at the time) covering map elements, inventory categories, item and weapon types, lobby and social menu icons, home base building types, worker jobs and personalities, resource types, ammo types, player stats, perks, upgrades, and class abilities.
This was a proposed replacement for Fortnite's hotkey-based building gameplay. I designed a radial menu input paired with contextual surface editing, which would allow players to build, edit, place traps from their inventory, and craft traps in-place without opening their inventory or switching to a 'build mode.' This video animatic to pitch the concept was created using captured footage from the game with mockup UI elements.