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The Painter's Apprentice: UI Art Process
HUD layout before I joined the project.

HUD layout before I joined the project.

I first started making the dialogue box similar to a gold metal frame. The energy bar (bottom right) was a partial circle with slots where the attack icons can be placed, and the pause button (top right) was shaped as a pallet.

I first started making the dialogue box similar to a gold metal frame. The energy bar (bottom right) was a partial circle with slots where the attack icons can be placed, and the pause button (top right) was shaped as a pallet.

The HUD's  coloration turned into a brown, wood color with a darker brown overlay. The health counter and health bar combined and shared a "chariot" as the character's face shows emotion when he takes damage. The attack icons were dropped in this stage.

The HUD's coloration turned into a brown, wood color with a darker brown overlay. The health counter and health bar combined and shared a "chariot" as the character's face shows emotion when he takes damage. The attack icons were dropped in this stage.

The final dialogue box includes either an arrow button or a Xbox "A" button, depending if the player uses a keyboard or a controller.

The final dialogue box includes either an arrow button or a Xbox "A" button, depending if the player uses a keyboard or a controller.

Final HUD in the beginning of the game. The pause/play icon was dropped, but was replaced with an enemy counter, an icon that was created before my arrival.

Final HUD in the beginning of the game. The pause/play icon was dropped, but was replaced with an enemy counter, an icon that was created before my arrival.

When the player beats a boss, the health bar grows and adds a heart piece. The energy bar has one paintball icon and a number of uses. These aspects increase as the player defeats more bosses. The key is a pick-up item an it's displayed when collected.

When the player beats a boss, the health bar grows and adds a heart piece. The energy bar has one paintball icon and a number of uses. These aspects increase as the player defeats more bosses. The key is a pick-up item an it's displayed when collected.

Here is the final HUD for the boss. The emptying heart gauge is similar to the empty heart gauge instead of the white version in its beginning stages.

Here is the final HUD for the boss. The emptying heart gauge is similar to the empty heart gauge instead of the white version in its beginning stages.

The first time working with the game's pop-up menu, I based its design on one of the dialogue's earlier designs to be consistent. I was also asked to create sliding bars, scroll boxes and check boxes.

The first time working with the game's pop-up menu, I based its design on one of the dialogue's earlier designs to be consistent. I was also asked to create sliding bars, scroll boxes and check boxes.

In this stage, the game lead decided to make the pop-up menu similar to a torn notebook

In this stage, the game lead decided to make the pop-up menu similar to a torn notebook

This stage is closer to the final result: the torn page became an old notebook that is more cartoon-like to match the style of the game.  New boxes (hollow and filled) were made, the slide bars are bigger and playful in appearance, and the font is bolder.

This stage is closer to the final result: the torn page became an old notebook that is more cartoon-like to match the style of the game. New boxes (hollow and filled) were made, the slide bars are bigger and playful in appearance, and the font is bolder.

The final version of the popup menu kept this graphic and it was used to various uses, such as the in-game pause menu and its options, and the end-level results menu. The majority of the assets I made earlier were dropped to go for a simplistic display.

The final version of the popup menu kept this graphic and it was used to various uses, such as the in-game pause menu and its options, and the end-level results menu. The majority of the assets I made earlier were dropped to go for a simplistic display.

The main game menu is simple: the game illustration, logo, and a navigation. At this stage, the menu selection was very text-heavy and is too small to read. The game logo made a small presence compared to the selection menu.

The main game menu is simple: the game illustration, logo, and a navigation. At this stage, the menu selection was very text-heavy and is too small to read. The game logo made a small presence compared to the selection menu.

The original idea for this asset was for a Perks feature, which is like a store to buy upgrades. However, this idea was dropped in the later parts of the game's development.

The original idea for this asset was for a Perks feature, which is like a store to buy upgrades. However, this idea was dropped in the later parts of the game's development.

During the beginning of the encyclopedia's development, there was going to be a table of contents that can be clicked to access a page. It was later found to be too busy and needs to have a simpler appearance to not bore the audience.

During the beginning of the encyclopedia's development, there was going to be a table of contents that can be clicked to access a page. It was later found to be too busy and needs to have a simpler appearance to not bore the audience.

In the final version of the game, the layout is generally the same, except the selection text is colored and larger as well as the game logo.

In the final version of the game, the layout is generally the same, except the selection text is colored and larger as well as the game logo.

The final encyclopedia has a more pessimistic layout with easy navigation between Era, Artist, and Paintings. Its pages hares a intricate border around them to make it more distinguished.

The final encyclopedia has a more pessimistic layout with easy navigation between Era, Artist, and Paintings. Its pages hares a intricate border around them to make it more distinguished.

In the finalized version of the game, this book graphic was used for the options menu via the main menu

In the finalized version of the game, this book graphic was used for the options menu via the main menu

The idea of the world select is like walking around in a museum with doors that leads to different galleries (the worlds). Arrows will lead to more doors (opened are unlocked, and closed doors are locked), and icons are on the bottom of the screen.

The idea of the world select is like walking around in a museum with doors that leads to different galleries (the worlds). Arrows will lead to more doors (opened are unlocked, and closed doors are locked), and icons are on the bottom of the screen.

Based on the gallery idea, the level select is a different level, which is a painting. Each level has a chart the player's score that is similar to the artworks summary. The bigger, elaborate frame signifies the boss level.

Based on the gallery idea, the level select is a different level, which is a painting. Each level has a chart the player's score that is similar to the artworks summary. The bigger, elaborate frame signifies the boss level.

In the full game, the idea of walking in a gallery remained the same, but instead of doors to a gallery, they are portals to the different worlds. The collected items on the side are shown more simply, and the icons from before are dropped.

In the full game, the idea of walking in a gallery remained the same, but instead of doors to a gallery, they are portals to the different worlds. The collected items on the side are shown more simply, and the icons from before are dropped.

As stated before, the art gallery idea is dropped to become portals to the world's level select. The doors were edited to hold the star score (gold, silver or bronze) or empty when it's not yet played.

As stated before, the art gallery idea is dropped to become portals to the world's level select. The doors were edited to hold the star score (gold, silver or bronze) or empty when it's not yet played.

The Painter's Apprentice: UI Art Process

Made by Luminosity Mobile LLC, The Painter's Apprentice is a 2D art history platformer that can be played on PC. When I first joined the team as a UI artist for this game, the project was in its beta stages and the artwork was in need to be redone. Displayed here are the processes of each asset and their final, in-game results.

I also made up some illustrated menu backgrounds and logos

More artwork