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.