Shardbound

Shardbound is an immersive, multiplayer collectible tactics game packed with rich lore and deep strategy. Built on the Unreal Engine and developed by Bazooka Tango, live on both Steam and Epic Game Store.

My Role

I started on this project when Bazooka Tango bought the rights to Shardbound after Spiritwalk Games could no longer continue development. As it was still very early in its development, there was still a lot of work to do in its Art direction, I was the first UI Designer to start contracting for BZT where I created a style guide and art direction along side the Project Lead. From the initial colour and style themes, Gameplay UI and animations and UI layout for the Store, Social Menu, Deck Builder and Battlepass (to name just a few), I created a UI/UX theme that is still being used today.

Designs and Projects

Creating the initial theme.

Working with the Project Lead, he gave his thoughts on the style and direction he believed the game should have. From there, I built an Atomic design style guide to give set rules and a library of UI assets for developers and any future UI artists that would join the project.

Create UI layouts

Working with the Project Lead, we created wireframes and designs for the Login Screen and got more of a feel for the UI. From here we started to build upon the already solid foundation to improve upon what we already had and take build the other layouts and assets we would need.

Additional Screens and Updates

Main Screen

We created the navigation, mode selector and social menu to be easily accessible and readable to easily identify the players next steps.

Store

We needed a store with several different layouts to promote sales and events. Through user testing during the beta we were able to use feedback and data to help come up with the easiest navigable layouts for the player.

Cards/Deck Builder

An important part of this game is the deck builder and knowing what cards you have and can possibly upgrade. Creating easy to read faction icons and colours as well as a clear way to read your deck power and what cards are available was key to making these screens work. Through user research and QA testing, we created what can now be seen ingame.

Battlepass

Researching other games, we found that a Battlepass, if done correctly can be beneficial to both the player and the creator. We made a Battlepass that would reward the player but also gives them quests and a sense of achievement while also having the ability to have several tracks for that included a premium and event track depending on the season.

Modal/Information Boxes

Needing a quick way to show additional information and also future events, we created a modal that had a modular layout to show any type of information or event that may be needed in the future.