UI Design
Motion Design
Style Frames
Visual Development
Art Direction
Battlefield 6
Style Frames & UI Design
Services
Company
EA
DICE
Role
UI Design
Motion Concepts
Visual Development
3D Production
Information
Visual development work created for EA’s Battlefield franchise, exploring cinematic interface design and narrative-driven UI systems.
The project included style frame development, motion concepts and UI exploration for desktop and wearable military displays, alongside supporting visual systems such as maps, audio visualisation and layered information graphics.
Style Frame Design
Establishing the visual anchor for in-game cutscenes required crafting detailed style frames for cinematic interfaces. Execution focused heavily on precise post-production and colour grading to seamlessly integrate UI overlays into the environment’s lighting.
While tactical UI layouts for desktop and wearable displays, alongside motion concepts, were also developed, the primary goal was creating a polished, atmospheric aesthetic. This ensured complex data graphics and audio visualisations felt native to the world.
Mobile VS. Desktop Design
Translating the multi-layered desktop interface to a wearable mobile format required a complete architectural redesign. Mounted directly onto a soldier’s forearm, this specialised tactical device demanded a constrained, strictly utilitarian approach.
The layout was optimised for immediate legibility in high-stress environments, stripping away non-essential telemetry while retaining core functionality.
High-contrast assets ensured the mobile UI remained instantly scannable, perfectly mirroring the established visual language of the primary desktop version.
Video and Audio Comm Design
Designing the video communication interface required a strictly utilitarian approach, avoiding overly futuristic tropes in favour of grounded military functionality. The tactical popup UI was engineered to deliver critical visual and audio data instantly.
This exploration focused on balancing the live video feed with dynamic sound wave visualisations, ensuring the transmission felt authentic to modern combat hardware.
Developing real-time sound wave visualisations was central to this phase, establishing how audio data integrates natively within the video call interface.