Rob Sugama's profile

2002 - "NWN" (PC)

2002 - "NWN" (PC)
UI Concepting
Neverwinter nights is the first game i had a shot at laying out text on multiple screens. This was a complete monster for a first time User interface artist. 150+ screens, and trying to visualize dungeons & dragons (3rd edition) full rule set onto pc! 

It was really a strong test of grid layout and typography. Alot of the screens had state switches and had to be nested in other screens.  The character sheet would turn into the skill tree, which would expand into info a skill selected. I had to come up with a billion ways to show icons, text lines and still be aware of localization and text lengths.

In alot of the concepts, the thought process was to still be able to see gameplay at all times and show a billion stats and text info for those stats. (which is pretty tough and a visual mess).
During Neverwinter Nights my focus was still split between UI and drawing/painting. Myself, along with Sean SmailesMike Leonard and Mike Grills would paint the majority of the portraits that were in game. I also textured alot of the character parts early in development.
2002 - "NWN" (PC)
Published:

2002 - "NWN" (PC)

2002 - "NWN" (PC)

Published: