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SKYWARS LOGO

Tools: Photoshop - Concept Sketch, Illustrator - Typography + Vector
Background: Skywars is a Roblox adaptation of a classic Minecraft mini-game where you find yourself in a floating island where you can choose to mine ores, build a fortress, and fight, until you are the last standing. This game targets children 6-16 years of age and boasts more than 2.4 million play sessions.
Designing the Logo: I came up with four different uncoloured sketches in Photoshop, which were all inspired by Minecraft's blocky-ness in addition to the in-game assets that will be used in the game itself. Eventually settling on the sketch of the above design, I began creating the typography and the surround vectors (eg. bow).
Additionally, I thought it would be fitting for the letter to also visually represent the words itself, hence for "Sky" the color is blue, and you can see cloud details, whilst for "Wars," orange was used to give an energized feel and completed with a combat-scene detail.
SKYWARS UI/UX
Tools: Illustrator - UI/UX Design, Roblox Studio - Game Engine

Designing the Interface : Continuing to incorporate the semi-blocky-style of the game, I chose to design the interface the same way distinct enough that if the design was picked apart, any user would be able to tell it came from this specific game and not another. I also thought it would be fitting for each section to have a corresponding color-theme if possible (eg. Twitter codes–blue, settings–grey). For the 3D-rendered icons seen below, I had worked with another artist on the team.

AREA47 VECTORS

Tools: Illustrator - Vectors
Background : Area47 is a game based on the Secure, Contain, Protect (SCP) internet sub-culture and boasts more than 52.4 million play sessions. The task was to work with the UI/UX designer on the team and make vector art to incorporate it in the game's interface.
Designing the Vectors: For the cash icons, I thought it was best fit to implement the SCP logo (circle with three triangles) since it is the main concept of the game. I also thought it was best fit to design something both cartoony, and in a way, formal, but not overly saturated, fitting for a target audience for boys ages 9-16 whilst complementing the interface design. The XP canister design was inspired by battery power cells.



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