Hey all, Here is some links to non public art as well as screenshots of UI/UX work I've done in live games.

Concept art and illustrations. Approved to show privately.
mkingery.com/2016

A refined spread of my most current UI/UX work.
mkingery.com/gui


Much of the shipped titles I contributed art for at SkyVu Entertainment have been taken down from their mobile store or heavily modified/retrofitted since my work on them was completed. I also no longer have access to their source files.

Games that I have worked on the UI and/or UX for that have shipped (or are on track to ship) are:

  • (UI + UX) Battle Bears, Battle Bears -1, Battle Bears Blast, Battle Bears GO, Battle Bears Royale, Battle Bears 0, Battle Bears Ultimate
  • (UX) Battle Bears Fortress
  • (UI) Scrap Station Sigma, Battle Bears Overclock, 

Below are the most up to date or relevant shots I could find of some of my older work. Note that many have UI elements retrofit on top (such as random multi colored buttons at the bottom). I've made notes on the files as well. I hope that my primary work shown in /GUI will speak for myself.

This Game (Battle Bears Overclock) was just re-released and I was contracted by my old studio to do a UI asset pass. I did not have any UX input on this project.

This Game (Battle Bears Overclock) was just re-released and I was contracted by my old studio to do a UI asset pass. I did not have any UX input on this project.

I was responcible for all of the UX in this game and helped with the creation of UI assets along side another team member. I implimented the UI into the game within Unity

I was responcible for all of the UX in this game and helped with the creation of UI assets along side another team member. I implimented the UI into the game within Unity

"Battle Bears -1" Came out supporting the iPhone 2 and was hugely restricted in memory. The main menu and Icons/Illustrations had to be worked in along with very simple geometry based assets. Note that the buttons on the bottom were retrofits and that the motion helped with readability.

"Battle Bears -1" Came out supporting the iPhone 2 and was hugely restricted in memory. The main menu and Icons/Illustrations had to be worked in along with very simple geometry based assets. Note that the buttons on the bottom were retrofits and that the motion helped with readability.

BB-1 options menu. The texture you see is an animated scan line effect.

BB-1 options menu. The texture you see is an animated scan line effect.

BB-1 Difficulty Select Screen. (I think the panel alignment issue is due to a poor screenshot.

BB-1 Difficulty Select Screen. (I think the panel alignment issue is due to a poor screenshot.

Glorious iPhone 1 resolution!

Glorious iPhone 1 resolution!

BB1 Options Menu.

BB1 Options Menu.

Much of the menu is still placeholder but the game is live as of 2 days ago on the iOS App Store.

Much of the menu is still placeholder but the game is live as of 2 days ago on the iOS App Store.

"Scrap Station Sigma" is a small indie project that I have been contracted to work out most of the art for (Note that I did not work on the character portraits). Much of the menu work is done but is only coming together now. 

"Scrap Station Sigma" is a small indie project that I have been contracted to work out most of the art for (Note that I did not work on the character portraits). Much of the menu work is done but is only coming together now. 

"Battle Bears GO" was one of our first iPad only games and was put together in just 3 months. Much of the UI was first draft.

"Battle Bears GO" was one of our first iPad only games and was put together in just 3 months. Much of the UI was first draft.

More BBG UI art.

More BBG UI art.

"Battle Bears BLAST" was a 6 month project designed to be played with one hand.  It came out along side the iPhone 3GS.

"Battle Bears BLAST" was a 6 month project designed to be played with one hand.  It came out along side the iPhone 3GS.

The player's weapon was an 80's themed microwave so all of the menus (other than the main) shared that style.

The player's weapon was an 80's themed microwave so all of the menus (other than the main) shared that style.


For good measure - here are some more examples of spaceships and industrial design work I've worked on. Please see my up-to-date concept work at mkingery.com/2016