
Sean McLaughlin UI/UX Artist and Designer
Collaboration Examples within the Dev Team
Majority of the time in my position, I collaborate with environment and character artists, concept teams, and Engineers. Below are some examples of how I interact with the team for the UI.
MAA2 Store Environment Concepts
The premise of our store fiction was that you could get heroes and other items from alternate universes through a portal system. I roughed out a couple concepts in 3DsMax and some quick sketches over it to present to the environment team to take it further. We wanted to make sure the environment had the capability to show different colors in the pillar to match the power cell being used to activate the portal and that there was a visual buildup for the presentation of the reveal.

Reckoning Concepts for Health Bar and Quest Icons

This is an example of me sketching out different ideas for the Health Bar in Reckoning and then working with one of the character artist to come up with the final result. He provided the model at the bottom for me to work off of for the final HUD element. We wanted to have it feel like the weapons in the game so it made sense for the character team to give it the feel of the other weapons they created for the game.
While working with the contract artists I managed the style and overall feel for the icons. I found the quickest and most efficient usage of time was to concept out the ideas from the designers before handing off the work. This also made sure the quest designer was happy with the general look before taking it to a final icon. The contract artist preferred this method because it took alot of the thinking out of the process for what the icons should look like and he could just crank out icons with the tight deadlines we had.
