INTRODUCTION
From 2018 I was (and I am still) working on Cyberpunk 2077 in the CD PROJEKT RED studio as a Senior UI Artist. And in this second Cyberpunk 2077 portfolio presentation, I want to show you stuff that didn't fit into the first one.
PART_04
User Interface concept
To achieve coherent and consistent identity, an unmistakably unique blueprint of the user interface with an ambition to build upon the lore and technology used in Cyberpunk 2077 the rules and concept had to be defined and followed.
The biggest struggle was with the efforts to create the military system, with the hostile nature and with a degree of aggression expressed and rendered in RED colour. It was a bold decision and a walk against the stream of all the conventions and design habits. Just because the colour RED is a default it is inevitably causing a discrepancy with its general use, communicating malfunctioning, warnings, low battery, danger, etc. The aesthetical direction was based on UI Art Bible, which is in THE PREVIOUS PRESENTATION, and we kept on it and we were iterating and exploring ways around to make our UI comfortable to use and to navigate through, yet having the non conform attitude. That was our goal with UI for Cyberpunk 2077. note: There were a few side steps with different colours experiments, but it never really felt right.
In this particular chapter I am diving a little deeper into our manual, outlining some of the rules, reasons behind the font selection, colour palettes, constructing UI building blocks, layout arrangements and schematically showing why our HUD is curved by the shader.
PART_05
Fullscreen Panels
Fullscreen Panels
In chapter 05 I will show you the fullscreen panels I was responsible for. The essence of the fullscreen panels is their informative purpose, perfectly organized layouts, and systematic interactions leading to a comfortable and clear enough user experience while the player operates and interacts with them. Fullscreen panels are covering and delivering large sums of data about the world of Cyberpunk 2077.
Character Creation
HUB MENU
Inventory item management
Backpack and Item Preview
Map
Attributes and Skills
Stats panel
Journal 1.0
Codex panel
Tarot Cards
ADJUST V'S APPEARANCE
PART_09
WORK IN PROGRESS (HUD)
WORK IN PROGRESS (HUD)
HUD is something I was not working as much as on the all previous chapter, especially in the implementation and iteration phase, but those I had something to do with, or which I was redesigning are covered in this gallery.
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Interactions / speedometer / Dialog / Quest tracker
Call Vehicle popup
Contacts popup
Text messages popup
Radio stations popup
Pockets / looting / nameplates 2.0
Scanner (one of propositions)
Hacking minigame (light proposition)
Braindance 2.0
Photomode
BONUS_PART
CYBERPUNK EDGERUNNERS
Some of the work I've done for the game was also used in the studio Triggers anime series — Edgerunners. Here are some samples from this wonderful show, which is a great addition to the Cyberpunk universe. If you haven't seen it yet, I say give it a chance ㋛.
GRAPHIC DESIGN / UI ART / ANIMATIONS / IMPLEMENTATION
VLADIMÍR VILIMOVSKÝ
THE UI ART TEAM:
ROBERT BIELECKI (LEAD)
MONIKA JANOWSKA (PRODUCER)
KAROLINA KŁOS
ANNA KUŹMIŃSKA
SIARHEI SIARCHENIA
MARIUŚŹ ŚLEMP
ADAM BLUMERT
ARTEM (RA) ROZANOV
ROBERT BIELECKI (LEAD)
MONIKA JANOWSKA (PRODUCER)
KAROLINA KŁOS
ANNA KUŹMIŃSKA
SIARHEI SIARCHENIA
MARIUŚŹ ŚLEMP
ADAM BLUMERT
ARTEM (RA) ROZANOV
UI PROGRAMMERS:
ARKADIUSZ ANTONIK, GALUST SAAKOV, PRZEMYSŁAW MACHNIEWSKI, BARTŁOMIEJ WARDZIŃSKI, JEREMIASZ KACPRZAK, NATALIA NOWACKA
ARKADIUSZ ANTONIK, GALUST SAAKOV, PRZEMYSŁAW MACHNIEWSKI, BARTŁOMIEJ WARDZIŃSKI, JEREMIASZ KACPRZAK, NATALIA NOWACKA
CD PROJEKT S.A.
UL. JAGIELLONSKA 74
03-301 WARSZAWA
© 2022 ALL RIGHT RESERVED
UL. JAGIELLONSKA 74
03-301 WARSZAWA
© 2022 ALL RIGHT RESERVED
THANKS FOR WATCHING!