Wayfinder - Early UI Concepts

This is the very first UI concept I worked on (2018). I really enjoy this stage of development since you can kind of sketch out ideas for gameplay without too many constraints and organically arrive at cool systems to build the experience around.

This is the very first UI concept I worked on (2018). I really enjoy this stage of development since you can kind of sketch out ideas for gameplay without too many constraints and organically arrive at cool systems to build the experience around.

Another super early HUD exploration building upon the first. One day I will find a way to incorporate the in world aligned status texts.

Another super early HUD exploration building upon the first. One day I will find a way to incorporate the in world aligned status texts.

This was the very first concept UI mockup I did for character creation. In this era of development, players would create a fully customized character to start the game off, much like an MMO.
3D model by: https://www.artstation.com/omnom

This was the very first concept UI mockup I did for character creation. In this era of development, players would create a fully customized character to start the game off, much like an MMO.
3D model by: https://www.artstation.com/omnom

This is the original direction I explored for the Loadout screen. Originally the game was designed around a created avatar and their armor and weapon would determine your abilities.

This is the original direction I explored for the Loadout screen. Originally the game was designed around a created avatar and their armor and weapon would determine your abilities.

This draft became the foundation of what is currently in the game (albeit with a much prettier coat of paint by https://www.artstation.com/danheit). This came as a result of switching from a created avatar to characters with established lore and styles.

This draft became the foundation of what is currently in the game (albeit with a much prettier coat of paint by https://www.artstation.com/danheit). This came as a result of switching from a created avatar to characters with established lore and styles.

(continued) In this scheme, we had a submenu flyout giving you contextual actions for the type of gear slot you were focused on, very similar to games like Warframe.

(continued) In this scheme, we had a submenu flyout giving you contextual actions for the type of gear slot you were focused on, very similar to games like Warframe.

(continued) Diving in and out of submenus ended up adding a lot of friction so we moved to tab navigation to quickly jump between secondary management screens. This is the initial mockup for the current Echo management menu.

(continued) Diving in and out of submenus ended up adding a lot of friction so we moved to tab navigation to quickly jump between secondary management screens. This is the initial mockup for the current Echo management menu.

Wayfinder leverages procedural dungeons and content to keep things fun and interesting. Though, early on we struggled to convey a sense of World progression and we explored presenting activities and quests as an adventure map we called the Atlas.

Wayfinder leverages procedural dungeons and content to keep things fun and interesting. Though, early on we struggled to convey a sense of World progression and we explored presenting activities and quests as an adventure map we called the Atlas.

(continued) In this design, the player would kick off Expeditions and Hunts directly from the Atlas. Clicking on a destination would bring up the match setup menu where you could modify your procedural generation using mutator imbuements.

(continued) In this design, the player would kick off Expeditions and Hunts directly from the Atlas. Clicking on a destination would bring up the match setup menu where you could modify your procedural generation using mutator imbuements.

(continued) Even storylines and quest accepting / turning in would happen from the adventure map. I think it was a cool idea, but definitely took away from the immersion of the world and inhabitants.

(continued) Even storylines and quest accepting / turning in would happen from the adventure map. I think it was a cool idea, but definitely took away from the immersion of the world and inhabitants.

(continued) Even after we moved away from the adventure map, I still tried to find ways to present the unlocked areas in a way that made the world feel connected.

(continued) Even after we moved away from the adventure map, I still tried to find ways to present the unlocked areas in a way that made the world feel connected.

(continued) Playing more with shapes that feel like you are peeking through portals into the gloom. Ultimately these ideas transitioned into the Gloom Gate design - see more here: https://www.artstation.com/artwork/04mWEE

(continued) Playing more with shapes that feel like you are peeking through portals into the gloom. Ultimately these ideas transitioned into the Gloom Gate design - see more here: https://www.artstation.com/artwork/04mWEE

Basic Item Crafting UI Mockup

Basic Item Crafting UI Mockup

Discovery Location Menu mockup

Discovery Location Menu mockup

Landmark Discovery Menu Mockup

Landmark Discovery Menu Mockup

Adventure Map concept. I never did get it past the grayscale stage, but I did have a lot of fun painting up a stylized environment with little area landmarks.

Adventure Map concept. I never did get it past the grayscale stage, but I did have a lot of fun painting up a stylized environment with little area landmarks.

Wayfinder - Early UI Concepts

What you see in this collection of mockups and designs represents the early years of Wayfinder's development which look very different from the game that is out today. From a UI perspective, Wayfinder has been the most challenging project I have been on. Setting aside its ambitious scope, this project marks the first new IP from the studio, which means a lot more iteration and thought put into every decision. It has been really fun to watch these core design ideas evolve and grow in the hands of others on my team.