Techtonica - HUD
General HUD and Notifications - There's a ton of info at any given point in Techtonica which presented a challenge when trying to fit all of the various notifications and popups that could occur at any given time. Tasks could be hidden or pinned.

General HUD and Notifications - There's a ton of info at any given point in Techtonica which presented a challenge when trying to fit all of the various notifications and popups that could occur at any given time. Tasks could be hidden or pinned.

Scanner - The scanner allows players to collect items in the world which unlocks them in the Tech Tree.The player does a lot of scanning while playing Techtonica so the menu had to be informational, lightweight, and unobtrusive when popping up repeatedly.

Scanner - The scanner allows players to collect items in the world which unlocks them in the Tech Tree.The player does a lot of scanning while playing Techtonica so the menu had to be informational, lightweight, and unobtrusive when popping up repeatedly.

Toolbar - I worked collaboratively with our designers to come up with a way to visualize ten separately scrollable and customizable toolbars. Players are able to swap both the top and bottom at any time in order to easily access their machines.

Toolbar - I worked collaboratively with our designers to come up with a way to visualize ten separately scrollable and customizable toolbars. Players are able to swap both the top and bottom at any time in order to easily access their machines.

Task Notification - There are several types of popup notifications that ahppen in Techtonica. The goal was to achieve a balance between visibility and unobtrusiveness as these notifications could be triggered by other players or automated machines.

Task Notification - There are several types of popup notifications that ahppen in Techtonica. The goal was to achieve a balance between visibility and unobtrusiveness as these notifications could be triggered by other players or automated machines.

Build Variant Menu - In order to keep our icon set to a resoanable size we built a system to select Variants of certain types of buildables. i.e. Framed or Non-framed versions of walls, or different plants in the Planter deco item.

Build Variant Menu - In order to keep our icon set to a resoanable size we built a system to select Variants of certain types of buildables. i.e. Framed or Non-framed versions of walls, or different plants in the Planter deco item.

M.O.L.E. Settings - The MOLE has a variety of settings that the player needs to be able to change on the fly, including size and digging behavior. We wanted this selection menu to be lightweight but still expadable as players unlock more features.

M.O.L.E. Settings - The MOLE has a variety of settings that the player needs to be able to change on the fly, including size and digging behavior. We wanted this selection menu to be lightweight but still expadable as players unlock more features.

Ping Tool - This tool was a dual purpose ping tool and laser pistol for the laser minigames. The ping functionality allows players to point out specific locations in their factory or the level to co-op companions. The ping disappears after a set time.

Ping Tool - This tool was a dual purpose ping tool and laser pistol for the laser minigames. The ping functionality allows players to point out specific locations in their factory or the level to co-op companions. The ping disappears after a set time.

Each machine and interactible in the game had a unique layout in the dynamic inspector panel on the HUD. We had to account for massive numbers and complex units in a very small space for each of these.

Each machine and interactible in the game had a unique layout in the dynamic inspector panel on the HUD. We had to account for massive numbers and complex units in a very small space for each of these.

I was responsible for all wireframing, vis-dev, and final art for the various HUD elements in Techtonica. As a game in a relatively young genre, the challenge was to create a familiar layout while also anticipating additional features added over the course of development. For example, the elevator excavation mechanic was added in the final months of the project and required a permanent spot on our already-crowded HUD. Ultimately we were able to shift other elements around in order to present the necessary information while also keeping our 100-hour EA players happy.