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James Kirkwood

UX - UI - Creative Direction - Art Direction - Conceptualisation

  • Work
  • About Me
  • Contact
 
 
 
 

Rubik’s Match - UI Consultant


My Role

I was responsible for creating, refining and expanding the UI style for a new Match 3 game based on the Rubik’s Cube IP for Nørdlight; a game studio owned by Spin Master.

The game had already been in development for a year or so, but there had not been anyone working as a dedicated UI artist before my arrival and the meta was still at an early MVP stage. So there was a lot to do!

Over the first few months I worked very closely with the Studio Art Director to define UI style that would work sympathetically with the game art style.

I also collaborated with the Lead Game Designer to come up with a series UI/UX concepts for the meta flow. Where the player would be able to earn rewards from the switcher and then use them to build a whole set of themed worlds.

Later I was joined by another UI/UX designer and we worked together with her looking after much of the UX side of things and me leading the UI work.

 
 

 

Iterative Process

 

I took the flavour of the designs that I inherited when I joined Nørdlight and distilled this down, refining, calming and balancing the screens to help give the game a more polished feel. Migrating everything over from Photoshop over to Figma as I went. I had to move fast as I only had two months to supply a full set of reworked screens and get them implemented for our soft launch. This first set of iterations was a great stating point and over the next year I’d refine this style further as we experimented with different game design and UX concepts.

Bellow are a couple of examples of the iterative process with the initial screens on the left, the soft launch screens in the centre and final screens on the right.

 
 
 
 

The initial home screen displayed progression to the player as a saga map. As the game grew in complexity I generated many iterations of this screen, allowing players to navigate between the game’s core features and live ops.

 

Early versions of the PGP had no difficulty labelling and as the game evolved we added a streak feature and a new element progress bar. it was important to keep this screen super clean and we added new features to it.

 
 
 

 

Styling Overview

We wanted to make a game stood out form the huge amount of Match 3 games on the market. Our product needed to reflect the Rubik’s brand, appeal to all genders and where ever possible to have a hint of 80’s nostalgia.
The UI style I developed with the studio art director has four main components to it.

 
 
 

1. Chunky - Plastic & Tactile

 

3. Rubik’s Branded Colour Palette

 
 

2. Cubes & Square Motiffs

 

4.Retro - 80’s Nostalgia

 
 

 
 

Chunky - Plastic & Tactile

All of the UI elements are rendered so that they look like they are made from the same hard plastic material as the environment’s assets, the game’s characters and the Rubik’s cube itself.

We deliberately avoided adding to many fussy bevels or frames. The intention to give everything a clean and satisfyingly chunky feel.

Shadows and bevels were employed to give the components a tactile, 3D feel.

 
 
 
 

 
 
 

Cubes & Square Motifs

To help emphasise the Rubik’s theme I used the hexagon/cube shape throughout the UI, and replaced everything that would naturally be a circle or and ellipse with a cube or square.

We also gave the icons a chunky cube-like vibe, with me mocking up the concepts for each one and then handing them over to the art team to work their magic.

 
 
 
 

I was especially pleased with how the diagonals from the UI housing echoed the isometric lines of the environments that they sat in front of.

 

 

Rubik’s Branded Colour Palette

I based the game’s UI colour palette on the six core Rubik’s Cube colours. With each colour having it’s own particular set of uses and symbolism.

 
  • White for the main pop up panels

  • Blue for regular difficulty and all core UI paneling

  • Orange to indicate hard levels and progression and secondary CTAs

  • Red for super hard levels, reward banners and badges

  • Green for positivity; CTAs and rewarding checkmarks

  • Yellow for premium; buildable objects and offers

 
 
 
 
 
 
 

Difficulty Label
Regular

 
 

Difficulty Label
Hard

 
 

Difficulty Label
Extra Hard

 

 
 
 

Retro - 80’s Nostalgia

The game has a very strong 80’s nostalgia feel running through it. With floppy disks, fruit scented markers, cassettes etc. as blocker in the switcher.

To compliment this I used an 80’s chrome style effect for the screen’s titles. I took this even further with the ‘That’s a Match logo’ with it’s signature 80’s shocking pink handwritten font.

To keep with this retro theme, I used a bright shade of turquoise for the text highlight, synth-wave grids as background decoration and neon glow effects as dividers.



 






 
 
 
 

 

Growing The MVP Out Into A Full Game

In my time at Nørdlight, I built out the UI screens out in a systematic way to include - 


  • Tooltips

  • Settings

  • Player Profile Screen

  • Sky Trials - Live Ops

  • Erno’s Challenge - Live Ops

  • Shape Harvest - Live Ops

  • Switcher HUD variants


  • Meta Build Menus


  • Shop

  • Time Limited Offers


  • Core Loop Pop Ups

  • Daily Missions

  • Reward Screens


 

 

Core Screens

Switcher HUD

 
 
 
 
 
 

Pre Game Screens

 
 
 
 

End Game Screens

 
 
 
 

Consequences

 
 
 
 

Level Failed

 
 
 
 

Home Screen

 
 
 
 

Build Menu

 
 
 

Shop

 
 
 
 

Time Limited Offers

 
 
 
 

Spash, Settings, Profile