Helen Kaur

Game UI: Suicide Squad Kill the Justice League

I joined Rocksteady in 2017 as a Senior UI Artist and later progressed into Advanced UI Artist and Lead UI roles during the development of Suicide Squad: Kill the Justice League.

As a Senior and Advanced UI Artist, I was responsible for the design, wireframing, implementation, and polish of many of the game's core front-end and progression systems in Unreal Engine 4. My work included features such as the World Map, Missions, Talent Tree, Mission Complete and Rewards flows, Social systems (Clans, Friends, Profiles, and Leaderboards), and the Hall of Justice upgrade experiences, including Penguin's weapon upgrades, Toyman's Elite system, and Poison Ivy's Afflictions. I also contributed implementation and support across the wider menu ecosystem, including the Lobby, Loadout, Codex, and other game features.

During the final two years of development, I stepped into the Lead UI role. Alongside hands-on implementation, I was responsible for managing and supporting the UI team, helping to hire new talent, prioritising work, coordinating with multiple disciplines, and ensuring the team had the resources and direction needed to deliver the project successfully.

A key part of the role was establishing and maintaining a cohesive visual language for the game's interface. Working closely with the team, we developed a UI style inspired by A.R.G.U.S. military branding, contrasted with the Suicide Squad's rougher, more improvised aesthetic. Special credit goes to Alex Morris for creating the fantastic style guide that helped define this direction.

As Lead, I balanced team leadership with day-to-day production work: managing tasks and schedules, collaborating with external partners, coordinating communication across teams, responding to evolving game requirements, addressing bugs, and continuously refining the user experience to maintain a consistent level of quality across the entire game.

The UI team's responsibilities extended beyond traditional menus and HUD elements. We also owned the vast range of in-world interfaces seen throughout the game, from computer terminals and control panels to screens, monitors, and other environmental UI. Working closely with outsourcing partners, we established the visual direction, reviewed assets, integrated content, and completed the final implementation and polish internally, ensuring a consistent experience across every interface players encountered.

Shipping a project of this scale with a relatively small, highly collaborative team was an incredible learning experience and remains one of the achievements I'm most proud of. Huge thanks to everyone who contributed over the years, including Hayley Brant, Simon Cheung, Simon Brewer, Liza Socican, Alex Morris, Yoann Jacq, and Joanna Fletcher. And thanks to Games UI Database for providing the screenshots.

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Environment screens in Halls of Justice

Environment screens in Halls of Justice