— DESIGN SCOPE

HUD Layout Design (UX)

HUD UI Design



— ROLE & INVOLVEMENT

Lead UI Artist

Senior UI Artist (IC)



— COLLABORATION

Concept Artist

UX Designer

UI Artists



— PLATFORM

Console and PC

Skull and Bones is an action-adventure game that immerses players in the heart of 17th-century piracy in the Indian Ocean. As pirate captains, players command powerful ships in intense naval combat, mastering strategic skills and tactical prowess, aiming to become the ultimate pirate kingpin.


The game features RPG mechanics with extensive ship customisation, crafting, survival and progression systems, expanding the experience beyond naval combat.


As Lead UI Artist, I had the opportunity to work directly on the HUD design as an individual contributor. I was responsible for the visual design, UI Design, and overall layout of the in-game HUD, ensuring players could effectively navigate the complexities of sailing, exploration, and naval combat while remaining immersed in the pirate fantasy. The challenge was to present a large amount of gameplay-critical information in a way that felt intuitive, readable, and authentic to the experience of commanding a pirate vessel.


My work spanned the design of the game's core HUD systems, including player status, navigation, ship controls, combat, and reconnaissance interfaces. A key focus was translating real-world sailing concepts into accessible and engaging gameplay experiences, balancing authenticity with clarity and usability.



HUD design. Designed as a context-aware system that adapts to different gameplay moments, presenting players with the right information at the right time.

HUD layout overview. A structured interface layout that assigns dedicated screen space to each UI element, maintaining consistency, readability, and visual balance across gameplay.

THE WIND WIDGET


A UI Widget design to expose and teach players the concepts of sailing and its complexities without imposing a steep learning curve.

Skull and Bones HUD UI (2018)

Skull and Bones HUD UI (2018)

HUD UI – Ship Control

Ship HUD widget. Designed to scale across different ship classes and archetypes while maintaining clarity and consistency.

Early prototype and playtesting the UI (Click on images to ▶︎ video)

COMBAT UI

Skull and Bones HUD UI (2018) – Combat

Skull and Bones HUD UI (2018) – Braced scenario. A minimal HUD that prioritizes immersion by presenting only the most critical information during combat.

Weapon HUD widget. Designed to provide immediate feedback on weapon status, including the active weapon, availability, cooldowns, and the readiness of other equipped weapons.

E3 Playable Build, showcasing ship’s weapon UI

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© Mun 2026