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We Happy Few - UI/UX Design

Redesigning the User Interface for We Happy Few was one of the biggest challenges I encountered on this project. It was a huge learning curve, and I'm really grateful for both the opportunity to tackle it and for my teammates' support. They were very patient and very helpful in guiding these designs (however far fetched and utterly stupid they sometimes were) as well as implementing them. Not included are the many, many painfully bad iterations.

Early inventory mockup.

Early inventory mockup.

Nearly final inventory mockup.

Nearly final inventory mockup.

Full screen inventory mockup (including Joy mechanic feedback icon).

Full screen inventory mockup (including Joy mechanic feedback icon).

Early crafting screen mockup.

Early crafting screen mockup.

Final crafting screen design.

Final crafting screen design.

Early Map design.

Early Map design.

Final Map design.

Final Map design.

Early Quest design.

Early Quest design.

Final Quest screen design.

Final Quest screen design.

The Skill Tree screen mockup.

The Skill Tree screen mockup.

Skill tree icons

Skill tree icons

Achievement icons.

Achievement icons.

Shell menu mockup

Shell menu mockup

With Clara Pougeard (videographer/forced UI generalist) and Michael Cutting (programmer) we created a nifty Joy meter, and carefully arranged all the HUD elements.

With Clara Pougeard (videographer/forced UI generalist) and Michael Cutting (programmer) we created a nifty Joy meter, and carefully arranged all the HUD elements.