21 tasks, each one witnessed by the sources that watched the job — and behind every one, a prompt you can use tonight.
You spend most days designing and wiring the menus, HUD (heads-up display), and in-game screens players use. That means sketching layouts, making mockups in Adobe Photoshop or Illustrator, and assembling motion tests in After Effects.
You also attend standups, review pull requests in Git, write UI specs (often in HTML or XML for implementation), and work with programmers who implement UI in C# or the game engine. Playtesting and iterating the flows is a regular, scheduled task.
Core tools are Adobe Photoshop and Illustrator for art, After Effects for UI motion, and Adobe Creative Cloud to manage files. Designers also write specs using HTML or XML and sync work via Git.
On the production side you’ll track tasks and bugs in Atlassian JIRA and collaborate with engineers who code UI in C#. Be able to export assets with exact sizes, names, and simple XML/HTML snippets for implementation.
Begin by building a portfolio of 5–10 UI screens: HUDs, menus, inventory, and a simple animated HUD prototype in After Effects. Use Photoshop/Illustrator for layouts and export tidy asset sheets.
Learn basic C# concepts and Git so you can communicate with engineers. Practice writing short UI specifications (what each button does, states, and sizes). Put projects on GitHub or a website and list roles clearly in your descriptions.
Game UI Design focuses on visuals and interactive screens—menus, HUD, inventory layout, and micro-interactions—using tools like Photoshop, Illustrator, and After Effects. You deliver assets, motions, and spec files (HTML/XML) for engineers.
Game UX concentrates on player flows and usability research; Game Designers define mechanics, levels, and story. In smaller studios one person may cover all three, but larger teams separate UI (visual/interaction) from UX research and core game design.
AI can speed mockups, generate icon ideas, or propose layout variations, but you must validate every output. Replace vague AI outputs with concrete assets sized in pixels, named consistently, and packaged for engineers (PNG/SVG, layered PSD/AI).
Don’t use AI to produce final art without licensing checks. Keep a record of prompts and sources because studios need to verify legal risk, and always iterate the AI idea by hand to meet technical constraints in C#, XML, or your engine.
The U.S. Bureau of Labor Statistics (BLS) reports for related occupations: 113,330 employed; median pay $104,000 per year; lowest tenth $53,750; top tenth $201,550 per year. Use BLS as the source for those ranges.
Actual pay varies by studio size, location, and your role (UI-only vs. lead designer). Big studios in major cities tend to pay toward the top of the range; indie studios usually pay less but may offer other perks.
Be precise with visual specs: exact pixel sizes, export names, and state maps (hover/pressed/disabled). Learn Photoshop/Illustrator and After Effects for motion; export properly named assets engineers expect.
Learn to write short, clear UI specs and use JIRA for task tracking. Basic C# reading and Git workflow will make communication with engineers smoother so your designs ship without repeated handoffs.