Horizon Forbidden West
I was hired again by Guerrilla to work on UI for their action role-playing game Horizon Forbidden West, the sequel to Horizon Zero Dawn, for PlayStation 4 and 5.
During 2018 and 2019 I was involved in creating concepts and mock-ups for UI screens with Guerrilla's UI/UX team. In 2020 my main focus shifted towards icon development, from concept to design to post-processing. I also helped out with guiding freelance artists in icon styling, to maintain and continue the visual identity of Horizon Zero Dawn.
{All images © Guerrilla}
{This is not a complete overview of the Map icons. Some Activity and In-World icons are iterations on the preexisting designs from Horizon Zero Dawn.}
{The grey symbolic background lines in some Valor Surges are iterations on designs by UI artist Marocha Arredondo.}
{This is not a complete overview of the Ammo, Traps and Tools. Some icons are iterations on the preexisting designs from Horizon Zero Dawn.}
{This is not a complete overview of the Weapon Mods and Damage Types. Some icons are iterations on the preexisting designs from Horizon Zero Dawn.}
{I treated the vector icons with the custom asset filtering system created by Joe Mckernan for Horizon Zero Dawn.
The textured Skill Tree holders in this image were designed by UI/UX designer Hilde Tholens.}
{The Aloy head icons were designed by UI artist Marocha Arredondo. I created the Quen face paints based on references.}