Game UI: Suicide Squad Kill the Justice League
I joined Rocksteady in 2017 as a Senior UI Artist, before moving on to the Advanced UI and then Lead UI role.
My responsibilities as the Senior/Advanced UI Artist was wireframing, designing, implementation and art for the game features in the “Back Menu”, like the Map, Talent Tree, Social features (Clans, Friends, Your Profile, Leaderboards), the Mission Complete flow and rewards, and the features in the Halls of Justice which included Weapon Upgrades from Penguin, Toyman’s “Elite-ing” Weapons, Poison Ivy’s Afflictions. I also worked on the implementation for the rest of the features like the Lobby, Load-out, Codex and other menus. This was all done in UE4.
As the Lead, I was responsible for taking care of the UI team and ensuring everyone has what they need to be motivated to push the menus to the finish line. I had to balance the use of our time with fixing bugs and making UI changes based on game changes, collaborating with multiple outsource teams to get the work we needed done, and share information across so everyone was on the same page. All this while fixing bugs, managing the team’s tasks and implementation work as well.
It was a huge learning experience for me to be able to ship such a massive game with a small collaborative team, and I’m really proud of what we managed to do!
Shout out to the whole team who was involved across many years like Hayley Brant, Simon Cheung, Simon Brewer, Liza Socican, Alex Morris, Yoann Jacq and Joanna Fletcher! (And thanks Games UI Database for the screenshots :D)