As the Lead UI Artist of this project, I was responsible for the quality and delivery of the menus. I worked closely with fellow UI Artist Oleksandr Osovskiy, who created graphics and implemented the menus. This was a collaborative project between Redlynx and Ubisoft Kiev.
The menus are centered around the HUB represented as the characters' HQ. The game has a stronger narrative than previous Trials games and a fixed amount of features, so we went for diegetic menus with 2D overlays when needed. The first step was to think about the room layout and navigation, how the room would pan, and the items that would represent feature selections. We created wireframes, made mockups of the menus followed by prototypes.
Below: Rough wireframe of HUB (by Oleksandr Osovskiy)
Below: The HUB at start and end of the game. As the game progresses, the room gets filled with unlocked items and achievements.
For this project, I also created the game's loading screens in AfterEffects. These should express the theme of the world. I used artwork created by the concept artists, created depth and added effects to the videos. It was a challenge to keep them short and seamless to avoid large video sizes.
The effects used, like displacements and chromatic aberrations, were used to create a glitch effect.