Website powered by

Trials of the Blood Dragon UI

As the Lead UI Artist of this project, I was responsible for the quality and delivery of the menus. I worked closely with fellow UI Artist Oleksandr Osovskiy, who created graphics and implemented the menus. This was a collaborative project between Redlynx and Ubisoft Kiev.

The menus are centered around the HUB represented as the characters' HQ. The game has a stronger narrative than previous Trials games and a fixed amount of features, so we went for diegetic menus with 2D overlays when needed. The first step was to think about the room layout and navigation, how the room would pan, and the items that would represent feature selections. We created wireframes, made mockups of the menus followed by prototypes.

I also created the game's loading screens in AfterEffects. These should express the theme of the world. I used artwork created by the concept artists, created depth with layers and added effects to the videos to make quick interesting loops.

Cover art: James White (Signalnoise)

Cover art: James White (Signalnoise)

Wireframe of HUB (by Oleksandr Osovskiy)

Wireframe of HUB (by Oleksandr Osovskiy)

The HUB at start of the game. As the game progresses, the room gets filled with unlocked items and achievements.

Room concept: Juhani Jokinen
3D model: Tomi Väisänen
Lead Artist: Vaidas Bagonas
Lead Designer: Simon Berry

The HUB at start of the game. As the game progresses, the room gets filled with unlocked items and achievements.

Room concept: Juhani Jokinen
3D model: Tomi Väisänen
Lead Artist: Vaidas Bagonas
Lead Designer: Simon Berry

HUB at the end of the game.

HUB at the end of the game.

Video of how the HUB works (from 00:42)

Music Selector

Music Selector

Outfit Selection

Outfit Selection

Leaderboards

Leaderboards

Track Select Menu

Track Select Menu

Loading screen loop

Loading screen for Extreme tracks (boom!)