Dean Serio

STUDIO UI ARTIST

I began my career as a graphic designer in the marketing industry, specializing in web design – very early on in the web’s life cycle. I started in a small studio where the need to learn multiple disciplines was a must: HTML and Javascript for implementation, Actionscript and Flash for animation, and Visual Basic/C# to backend data-driven support. I had the sheer luck of working with a person who switched careers, got a job in the video game industry, and recommended me for a position at Raven Software.

AM

I start my day by reading and answering emails, then attending what we call a ‘stand up’ meeting. Basically, this meeting is meant to lay out my goals and needs for the day to the rest of our team. For example, I might say something like “I’m going to implement the player data into the character loadout menu.”

Post-meeting, I’ll open up all of my tools (Visual Studio, Photoshop, etc.) and project files, then start working. Layout design, art prep, and coding are routine aspects of my day. However, my day can quickly diverge from the planned goal based on any number of requests and deadlines, so flexibility is a necessity. This is especially true at the end of a project cycle.

Once my work is completed, I’ll submit it to a review board of my peers to comment and give feedback. After any requested revisions are made, I’ll put the work into the game through a proprietary game pipeline.

PM

Usually, I have everything squared away with my team by the afternoon and can focus on the main task(s) at hand. However, communication within the studio and with other supporting studios is common through the end of the night. This happens especially frequently when a game is in its last year before shipping.

  1. Have the basics and know what inspires you. Know the rules of graphic design – layout, fonts, and colours – then learn when to break them. You need to have a clear understanding of the visual direction of the game to best carry that throughout all of the UI you create. Find references that inspire direction. Collect materials for mood boards. It could be anything; photography, architecture, concept art. Sketch out your ideas and pitch them to the team!
  2. Be prepared to learn new things, or at least get a general understanding of how they work. Not a coder? Mess around in code, ask a programmer how to build something. I wouldn’t be doing what I do without constantly wondering, ‘How did they do that?’ Learn to take criticism and feedback in a professional manner. You can always disagree and state your case, but never lose sight that you need this input to grow and most people (at least, those I’ve worked with) want you to succeed. The best work you do is rarely done alone.

  3. UI/UX is a discipline that requires constant communications with teams involved in all aspects of the game; level design, programming, and even concept art. Do your research and ask questions! For example, “How does the player do x and y?” This simple question will spawn many more questions that require the UI/UX person to gather information and propose solutions. These questions can include:

    1. What will make the most sense to the player?
    2. How do we teach the player? Is the player new to the game?
    3. Is the graphical presentation clear and consistent with the game?
    4. What are the technical requirements?
    5. Does this layout work in multiple languages?

MY WORK

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Dean Serio

STUDIO UI ARTIST

Corey Brotherson

WRITER / EDITOR / CREATIVE CONSULTANT

Emily (Walker) Vakhrusheva​​

VFX ARTIST

Wothando Ngubeni​​

GAME DEVELOPER