Game UI

Mutiny

Ubisoft UI Project

Client
Ubisoft
Year
2018
Role
Web Design, UX, UI, Graphics
Brief

This case study documents as a pass on exploration: taking an original Ubisoft brief UI and building it as a documented, interactive, production-minded design system. It is a refinement and expansion project, not a final deliverable, shipped feature, and working game in development.

Constraints
  • 3D open world, first-person action RPG, Teen/Mature audience
  • 1920×1080 gameplay target, Xbox controller as primary input
  • Menu set: Map · Abilities · Mission
  • HUD set: Health · Nano · two ability slots · navigation · objectives


Design system
Tokens, type and colour roles

Every value in the prototype resolves to a token defined once. Nothing in a component hardcodes a colour, a duration or a radius, which is what makes the light-environment variant a one-line change rather than a redesign.


Motion
Motion as feedback, never as decoration

Every animation in the system answers one question: what just changed, and why? Durations sit between 140ms and 420ms, with a single exception, cooldowns and the critical-health pulse, which represent time rather than transition.


Component documentation
Anatomy, states and handoff

Fourteen components carry the whole system. Each one is documented by anatomy, every state it can enter, and the motion that moves between those states, the level of detail an engineer needs to build it without a follow-up meeting.



Scope

This was a self-directed design, not a shipped product. There is minimal player research, telemetry and engineering validation behind it. Every rule stated here is a design decision with reasoning attached, and every assumption beyond the original brief is labelled as one.

The interactive prototype is a faithful reconstruction of the UI layer only. It does not simulate gameplay, combat or progression, and it is not derived from any Ubisoft codebase or unreleased material. Thanks!

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