Hyper Scape is a Battle Royale shooter published by Ubisoft, Montreal. I was a UI Artist on Hyper Scape where I worked on weapons icons, player tags, in-game branding, animated sprays. Below you will find some of my work on the project.


 Brand Logos & Faction Icons

One of my first mandates was to explore the in-game branding that would be showcased both in the world and on the characters.
I also worked on animal-themed icons to represent the different factions.

Faction Logos
Minotaur Faction .png
Gryphon Faction.png
One of my first mandates was to explore the in-game branding that would be showcased both in the world and on the characters. This is a page of some of my favourites!

Animated Player Sprays

I realized multiple Player Sprays for Hyperscape, following these guidelines:

  • Animations limited to 4 frames

  • Testing assets in engine to ensure readability with material / lighting

  • Draw upon the character’s background as a digital graffiti artist to create the animated sprays and drops

  • Use textures from the character skin or the background foliage as original references.

Holo Tag for the character, Basilisk
Javi Underground, Hyper Scape
Halloween-Logomote.gif
Nahari Journalist Logomote
Prodigy Logomote
Ace Osaka Logomote
Laz Logomote
Takeshi Twitch Logomote
Holo Tag for character, Nikita
Here’s a screenshot of one of the latest animated sprays in action! I test all my assets inside the engine to ensure that the material and lighting will be readable and accentuate all the appropriate parts of the art. I used the texture from the cha…

Thank you so much, Charles Dubé for this slick video!


Player & Weapon Icons

I created the weapons icons and player icons, all of which would be re-coloured in-game with an additional shader.


Integration in Game Engine

I was responsible for the integration and testing of multiple HUD elements and in-game brandings, such as:

  • A fictional digital aquarium, with special attention given to the coral and lighting material.

  • Positioning Weapons in the HUD and make sure that their coloring/sizing is consistent with the game’s style guide.

Like the player icons, I’m responsible for integrating and testing all weapons icons in their context in-game and in the HUD. I make sure each weapon is readable and that the size and position of each is consistent with the style guide set up by my …