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IMMERSIVE ART DIRECTOR, PRINCIPAL VISUAL ARTIST AND USER INTERFACE DESIGNER
KEVIN WICKS PORTFOLIO
FURTHER USER INTERFACE SAMPLES
Mockup for game concept: one of those extremely rare instances where the brief was - do whatever you like based on the background 3D image.
'CaliCowChat' (iOS) 2012. Developer: Other Ocean Interactive; Publisher: CMAB. Clear, monostamp icons and interface for a 'Talking Tom'-style app.
'CaliCowChat' (iOS) 2012. Developer: Other Ocean Interactive; Publisher: CMAB. Development prototypes.
You can make it look as pretty as you like, but the proof is in the pencils.
'Turbo Boots' (iOS/Android/web). All 2D, 3D, UI & VFX assets. Developer & soon to be publisher: 3rd Moon Ltd.
'Turbo Boots' (iOS/Android/web). All 2D, 3D, UI & VFX assets. Developer & soon to be publisher: 3rd Moon Ltd.
'Turbo Boots' (iOS/Android/web). All 2D, 3D, UI & VFX assets. Developer & soon to be publisher: 3rd Moon Ltd. Planet selection screen - we only managed two levels before we ran out of money.
Blueprints and UMG editor set-up sample; I lectured at an Unreal Academy (University of Northampton) and trained students in interface visual design, animation, motion graphics and technical implementation.
'Unpublished Baseball Game' (iOS/Android) 2012) Developer: Other Ocean Interactive. Cancelled at the eleventh hour, a real shame as it was a fun game, practically ready.
'3rd Moon Ltd' and 'Left Hand Lemons' website example screenshots: All designs, layouts, buttons, icons & graphics created using Photoshop and HTML using Adobe Muse.
'Sweet Swing Golf' (test for location-based arcade console): all HUD, front end & GUI assets (sprites rendered from 3D models). Developer: Aqua Pacific (unpublished).
UrbanDJ (unpublished); Developer: Silicon Dreams Studio. My first game user interface, way back in ye olde mists of time, created, animated and rendered fully in 3D in 3DSMax. The main menu was animated to pulse in time with the (annoying) back-beat, with stomach-lurching swooping transitions from the menu to the following screens. I can't locate the original footage, and even if i did, I have a feeling it was rendered at a dizzying 320x240px. Time for a re-build,
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