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Submitted on
October 29, 2013
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mech game UI prototyping by ZackF mech game UI prototyping by ZackF
edit: Updated to draw more focus on current unit and action. Fullview if you can, it displays super blurry in non-fullview mode!

A Photoshop mockup of what the user interface in my game project could look like. Currently the player has the orange mech piloted by "Mozart" selected and is giving attack orders.

For more on this project check out the tumblr:
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Amalgam-Images Featured By Owner Jun 12, 2014  Hobbyist Traditional Artist
looks awesome
ePu3 Featured By Owner Mar 23, 2014
hey this project looks really promising, what kind of game will it be? rts? turn based? pvp? pve? etc
ePu3 Featured By Owner Mar 23, 2014
nvm i checked your blog and found the answers:)
phoenixVector Featured By Owner Nov 25, 2013  Hobbyist Digital Artist
impressive La la la la its remind me to front mission one in PS .. i really hope ur game will available soon, did you was post in kickstarter ?

Tejal Featured By Owner Nov 22, 2013
Awesome and inspired.  Turn based, stats, mechs, maybe an RPG element?  Sounds like a game I would play.  Wonderfully detailed as always; down to the colors and shading, and the highlighting of the units. 
KevinMassey Featured By Owner Nov 5, 2013  Professional Digital Artist
Looks just like a game to me!  Nice work.  
I think instead of the targeting reticle displaying "Hostile Unit", it could say the name of the unit type.  The red highlight is plenty of hostile information.

I'm just thinking about games like XCOM and Fire Emblem.  It is just a suggestion. 
ZackF Featured By Owner Nov 6, 2013  Professional Digital Artist
Oh for sure, I think displaying the name of the particular model would make sense. I was thinking I might make it so it takes a turn or something before successfully identifying spotted enemies units. Maybe something like "unknown hostile" or "unidentified" would be a better caption for that.

Thematically I'm going for a more-info-than-you-need 80s-esque UI visual direction, which will be tricky to balance with making the actual important information stand out. Another thing I'm trying to keep in mind is that the UI should be usable for colorblind gamers, so I want to avoid using color alone to convey any important info.
KevinMassey Featured By Owner Nov 6, 2013  Professional Digital Artist
That makes sense.  Hostile targets can also have a unique reticle as you have designed to set them apart from friendly factions or your own units.

I like the "more than you need to know" info.  Especially since it is 80's style mech walkers in a way.  It has that Starcraft feel to it.

I think you could shrink the Hero Unit's portraits a bit however.  You can get away with more screen space on the game than you might initially realize, and still the HUD will stand out as needed.
Again, it's just a suggestion.  

If you have room for concept ideas, I'm still learning and a recent graduate of game art, but I would love to concept with you.
Sahri81 Featured By Owner Oct 30, 2013
Wow, good lookin'! :D
ZackF Featured By Owner Oct 30, 2013  Professional Digital Artist
Much appreciated! :)
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