A project of Big Immersive
One Mighty Giant (OMG) is a fantasy real-time strategy game inspired by classics like Age of Empires. Featuring a top-down perspective and a world populated with uniquely powered characters, the game was set to blend traditional RTS mechanics with magical, mythical storytelling.
Although development paused during its early production phase, I served as the lead UI artist, focusing on the visual direction and interface concepting. My role involved exploring different thematic treatments, crafting mockups, and helping shape the initial identity of the UI before the project was put on hold. Much of the work was foundational—intended to evolve once development resumed.
The visuals below represent a series of static mockups I created to establish the UI language of the game. These include early layouts, ability panels, and iconography. My aim was to balance usability with rich fantasy detail, introducing a look that would grow with the game’s mechanics.
- Game Logo -
– Main menu screen –
– Character abilities upgrade screen –
– Character attributes upgrade screen –
– Generic game popups –
– Abilities icon design concepts –
While my core focus remained on UI design, I also created a few in-game props and models to support the early development push. In a small team setting like this, flexibility was key—so I assisted with modeling and texturing where needed to keep production moving.
Portal
Moodboard & Art Direction:
From the beginning, the vision for OMG’s UI leaned into a bold, textured fantasy aesthetic—drawing from genre staples that featured hand-painted details, ornate frames, and dramatic icon shapes. I built a moodboard that focused on high-fantasy UI references with layered materials, giving us a visual benchmark for how complex and immersive the final interface could become.
– Moodboard –
Since the UI work was in its conceptual phase, typography and color selections were provisional. I explored a few serif and rune-inspired fonts to evoke an ancient-world atmosphere, and paired them with earthy tones and metallic accents. These choices were designed to reflect a powerful, magical realm and would be refined further as the game's identity developed.