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FORZA MOTORSPORT

Forza Motorsport is a 2023 sim racing video game developed by Turn 10 Studios and published by Xbox Game Studios for Windows and Xbox Series X/S.

Areas I worked on:

UX / UI

Concept

In-Build Capture

In-Game Art Assets

NextRival++.png
TRACK LOADING SCREENS

Some images from my work on the track Loading Screens.  I worked with the art directors and UI engineers to define the concept and implement the UI assets. For GA's 20 tracks, I prepared the 3D files and helped manage the artwork delivered by an outsource company to polish them into the loading screens that we see in the game. For Live Monthly tracks, I worked with technical artists to create new loading screen images in house. I drew the terrain UV map textures, set up lightings and camera angles in 3DsMax, rendered, polished in Photoshop, and loaded into the current game build.

PERFORMANCE UPGRADES

Builders Cup Performance Upgrades UX & UI was a challenging feature to design due to its complexity. I worked with art directors and game designers to understand the upgrade system and the mechanics for the entire game.  I tried to create visual solutions that communicate the ideas between game designers and players. Here are some of the prototypes I created that later influence the final design in the game:

Aero&Appearance interface:

FTUE ONBOARDING MODALS

I worked on the FTUE (First Time User Experience) onboarding modals UI for different game modes in Motorsport - Builders Cup, Featured Mulltiplayers, and Rivals. After learning how to capture in-game assets by using the Xbox Developer Kit,  I created all of the images in the FTUE onboarding modals.

Click through to see my captures -

CAR SELECT

Car Select is an example of work completed  in collaboration with an UX designer and other teammates to find visual solutions for fitting car thumbnail textures with appropriate dimensions and all of the info graphics necessary to communicate the right messages to players in different scenarios.

SPECTATE MODE
MORE THAN JUST VISUAL COMPS

Below are more UI comps that appear in the final game. While designing the screens, I am mindful of the game's style guide (fonts, colors, 4px rules, etc.), accessibility (text scaling and localization), and libraries to create an efficient and usable build. 

With an engineering background, one of my strengths is thinking about the whole picture - Considering workflows from other departments, reorganizing information from different areas, then summarizing and unifying complex features into a clear picture.

I've helped manage a huge body of textures in Motorsport, with different dimensions from the UI and other teams, to build consistent and easily accessible assets and general directories throughout the game.

GRAPHICS & ICONS

I was quite happy using my art and design skill to help make in-game assets, like posters, track logos, track ribbons, all kinds of icons--anything the team needed. Below are some examples of what I created.

STEAM ACHIEVEMENT ICONS
SteamAchivement_Icons_Approved-01.png

Displaying on Steam -

WEATHER CONDITION ICONS
Weather Icons.png
TRACK RIBBON ICONS
Track_Ribbons.png
TRACK LOADING SCREENS

I helped to develop the Loading Screen concept and define UI implementation assets structure. For GA tracks, I prepared the 3D files and assisted in managing the artwork delivered by outsource company, and polished them into the loading screens we see in the game. For Live Month tracks, I worked with Technical artists to create the new loading screen images. I owed the process of drawing terrain UV map textures, setting up lightings and camera angles in 3DsMax, rendering, then polishing in Photoshop.

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