Lynda Mc Donald | Game UI/UX and Graphic Design https://lyndamcdonald.com/ Game UI/UX Design Portfolio Sat, 05 Jul 2025 11:02:46 +0000 en-GB hourly 1 https://lyndamcdonald.com/wp-content/uploads/2019/12/cropped-SiteIcon-32x32.png Lynda Mc Donald | Game UI/UX and Graphic Design https://lyndamcdonald.com/ 32 32 Enotria: The Last Song UI/UX Design https://lyndamcdonald.com/enotria-the-last-song-ui-design/?utm_source=rss&utm_medium=rss&utm_campaign=enotria-the-last-song-ui-design Wed, 02 Jul 2025 12:43:34 +0000 https://lyndamcdonald.com/?p=1419 Enotria: The Last Song I was the senior UI/UX designer on Enotria: The Last Song which is a souls-like action RPG. View Steam Page I designed almost all of the 2d icons found across the UI from the loadout skills and spells to the entire skill tree icon set. Here you can see the loadout…
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Enotria The Last Song Logo


Enotria: The Last Song

I was the senior UI/UX designer on Enotria: The Last Song which is a souls-like action RPG.

I designed almost all of the 2d icons found across the UI from the loadout skills and spells to the entire skill tree icon set.

Here you can see the loadout UI with the presets menu open. I designed the entire presets feature from the UX wireframe stage to the final UI design.

Loadout Presets UI

Below you can see more of the loadout presets UI. It allows the player to save presets of their character loadout (weapons, armor, spells etc).

Post launch the game needed a filtering system designed for the weapons. I designed the system from beginning to end. It allows players to filter through the massive amount of weapons in game to create their loadouts more easily.

Weapon Filter System UI

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Ephemeral Sky Mini Game UI/UX Copy https://lyndamcdonald.com/ephemeral-sky-minigame-uiux-copy/?utm_source=rss&utm_medium=rss&utm_campaign=ephemeral-sky-minigame-uiux-copy Sun, 30 Mar 2025 10:08:02 +0000 https://lyndamcdonald.com/ephemeral-sky-minigame-uiux-copy/ Ephemeral Sky Mini Game UI/UX Ephemeral Sky has a music based mini-game where players must hit buttons to the beat of the in-game songs. I designed the UX and UI for the entire mini game and it’s menus.

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Ephemeral Sky Mini Game UI/UX

Ephemeral Sky has a music based mini-game where players must hit buttons to the beat of the in-game songs. I designed the UX and UI for the entire mini game and it’s menus.





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Ephemeral Sky Mini Game UI/UX https://lyndamcdonald.com/ephemeral-sky-minigame-uiux/?utm_source=rss&utm_medium=rss&utm_campaign=ephemeral-sky-minigame-uiux Sat, 02 Dec 2023 11:16:39 +0000 https://lyndamcdonald.com/ephemeral-sky-uiux-copy/ Ephemeral Sky Mini Game UI/UX Ephemeral Sky has a music based mini-game where players must hit buttons to the beat of the in-game songs. I designed the UX and UI for the entire mini game and it’s menus.

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Ephemeral Sky Mini Game UI/UX

Ephemeral Sky has a music based mini-game where players must hit buttons to the beat of the in-game songs. I designed the UX and UI for the entire mini game and it's menus.

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Ephemeral Sky UI/UX https://lyndamcdonald.com/ephemeral-sky-uiux/?utm_source=rss&utm_medium=rss&utm_campaign=ephemeral-sky-uiux Sat, 02 Dec 2023 10:49:36 +0000 https://lyndamcdonald.com/aris-journey-uiux-copy/ Ephemeral Sky UI/UX I designed the UX, UI and branding for Ephemeral Sky, a visual novel game. The game focused on a black and red theme inspired by the persona series. While working on the UI I had to keep in mind how everything would be animated since a visual novel is very UI-focused. I…
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Ephemeral Sky UI/UX

I designed the UX, UI and branding for Ephemeral Sky, a visual novel game. The game focused on a black and red theme inspired by the persona series. While working on the UI I had to keep in mind how everything would be animated since a visual novel is very UI-focused. I wanted the game to still feel polished and very alive with the UI design and animations doing the heavy lifting.

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StrawHart UI/UX https://lyndamcdonald.com/strawhart-ui-ux/?utm_source=rss&utm_medium=rss&utm_campaign=strawhart-ui-ux Sat, 02 Dec 2023 09:46:01 +0000 https://lyndamcdonald.com/aris-journey-uiux-copy/ StrawHart UI/UX I designed the UX, UI for Strawhart, a puzzle adventure PC game. View On Steam

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StrawHart UI/UX

I designed the UX, UI for Strawhart, a puzzle adventure PC game.

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Ari’s Journey UI/UX https://lyndamcdonald.com/aris-journey-uiux/?utm_source=rss&utm_medium=rss&utm_campaign=aris-journey-uiux Sat, 02 Dec 2023 09:36:06 +0000 https://lyndamcdonald.com/cannafarm-concept-art-copy/ Ari’s Journey UI/UX I designed the UX, UI and branding for Ari’s journey. Even though it is a PC game the input was controller only so the UX had to be entirely controller focused. I wanted to avoid using the obvious green or blue color schemes for a sci-fi game and decided to go with…
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Ari's Journey UI/UX

I designed the UX, UI and branding for Ari's journey. Even though it is a PC game the input was controller only so the UX had to be entirely controller focused. I wanted to avoid using the obvious green or blue color schemes for a sci-fi game and decided to go with pinks and purples as I felt they fit really well with the tone of the story as well as the existing game art.

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Grey Eminence UI Design https://lyndamcdonald.com/grey-eminence-ui-design/?utm_source=rss&utm_medium=rss&utm_campaign=grey-eminence-ui-design Thu, 17 Feb 2022 13:19:39 +0000 https://lyndamcdonald.com/holdfast-ui-design-copy/ Grey Eminence I designed the UI/UX and branding assets for Grey Eminence, a historical Grand Strategy game. View Steam Page Here you can see some of the HUD elements. The summary UI that opens on the left required complex UX planning since it contains so much important information for player decision making. Grey Eminence is…
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Grey Eminence Logo PNG


Grey Eminence

I designed the UI/UX and branding assets for Grey Eminence, a historical Grand Strategy game.

Grey Eminence At War Map

Here you can see some of the HUD elements. The summary UI that opens on the left required complex UX planning since it contains so much important information for player decision making.

Grey Eminence is easily the most complex UX/UX project I have ever worked on. Map base strategy games require heavily on UI for players to interact with the features and also to help them make decisions on how to play.

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Album Cover Design Project https://lyndamcdonald.com/album-cover-design-project/?utm_source=rss&utm_medium=rss&utm_campaign=album-cover-design-project Wed, 25 Mar 2020 15:26:41 +0000 https://lyndamcdonald.com/?p=870 I started creating this Album Cover set in February of 2020. I wanted to explore more techniques of photo editing and texture usage. Part of the learning process for the project is that I challenged myself to have each design look totally different, even from different genres of music.

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I started creating this Album Cover set in February of 2020. I wanted to explore more techniques of photo editing and texture usage. Part of the learning process for the project is that I challenged myself to have each design look totally different, even from different genres of music.

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Tic Tac Boom Pixel Art UI Design https://lyndamcdonald.com/tic-tac-boom-pixel-art-ui-design/?utm_source=rss&utm_medium=rss&utm_campaign=tic-tac-boom-pixel-art-ui-design Sat, 08 Feb 2020 22:22:28 +0000 http://lyndamcdonald.com/?p=695 Tic Tac Boom UI Design Tic Tac Boom is a multiplayer game available on the Airconsole platform. I redesigned the UI for the controller screens. See Airconsole Here you can see all of the screen designs laid out together. The brief I was given for the concept was “8-bit pixel art style.” I created a…
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TicTacBoom Multiplayer Logo

Tic Tac Boom UI Design

Tic Tac Boom is a multiplayer game available on the Airconsole platform. I redesigned the UI for the controller screens.

Here you can see all of the screen designs laid out together. The brief I was given for the concept was “8-bit pixel art style.” I created a pixel art background that could be broken down to one repeatable square to save  on memory. 

I chose an 8-bit pixel style font to match the character design. I went with a blue theme for the overall UI since I felt like it was the best option that would work with each character since they all have their own color value. Each character’s color value is used for outlines, backgrounds and buttons on the controller when the player has chosen to play with them. This means the controller screens look different based on which character you are playing with.

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Quantity Vs Quality Project: Illustrated Posters https://lyndamcdonald.com/quantity-vs-quality-project-illustrated-posters/?utm_source=rss&utm_medium=rss&utm_campaign=quantity-vs-quality-project-illustrated-posters Mon, 03 Feb 2020 14:54:09 +0000 http://lyndamcdonald.com/?p=634 I created a set of posters during the moth of January in an effort to improve my design output and iteration speed as well as just refine my design process.

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How The Project Started

When I originally started creating these posters it was just a way for me to warm up before I got into my actual design projects for the day. I was struggling to get back into the flow of work after Christmas so I decided that I would start each day by completing one simple poster. It was already halfway through January at this point and I was hoping the sense of achievement would motivate me and give me energy for the rest of my work. I set myself half an hour every day and stuck to it. It worked. I looked forward to making them and I was happy to post them on social media when they were done.

 

It was only when I had already completed three posters that I started numbering them. I had decided that, even though I didn’t need them to start my day off anymore, I was going to do a set of ten before the end of the month. This decision happened after watching a video on The Futur youtube channel “Perfectionism is a Trap – Quantity over Quality”. If you are working in a creative field, I highly recommend watching it.

 

The video discusses the fact that just pushing yourself to output more content will force the quality to go up over time or, as Chris says in the video, “You iterate faster by making more”. It also allows you to put work out there that you do not deem to be your best work, which is something that we tend to avoid doing in general. However, as Chris stated, on social media it is up to the audience to decide what’s “good”. Just that alone can give you great and interesting feedback on your work from your online audience. I really wanted to challenge myself to improve my design process and, after watching this video, setting myself the challenge of posting ten finished posters to social media before the end of the month seemed like the perfect way to do it. It would also force me to put work out there regardless of whether I felt it was “good enough” or not and break past the

The Technical Stuff and Why I Chose Photoshop

I could have gone with either Illustrator or Photoshop for this challenge but I’m honestly just a lot faster in Photoshop. Since I was only giving myself half an hour to make them it was an instinctual decision. I also had a plan of action when it came to keeping the posters looking like a set and not just a bunch of random illustrations. I specialize in UI design and, for me, the core concept of good UI is to reuse as much of the design elements as I can. In Photoshop I could create a smart object that had the grainy texture I’d created with a filter already applied. Each poster was then made inside the smart object so they would always have the same uniform texture.



An Example of my Color Process Results for posters
How I balance my layout for posters

As the project evolved, I decided to start sharing some of the processes behind the designs. One of the things I started sharing regularly was the way I do colour options for projects. This technique is something I have always done on my own projects because I like to see how different colour combinations can change the dynamic of a design. How I do this is by creating a gradient map and using the various blend modes to create new colour options for the design. I always try to create four totally different colour palettes to choose from if possible. Often times the design that I consider to be the final version is a result of this process rather than the first colour palette I created the design with.

What Did I Learn From Doing All This?

My process for making the posters definitely got faster and faster over time. I would start each design by placing the focal point first (usually it was the moon or a planet) and then balancing all the other elements around that. Next would be choosing the colour of the sky which would then dictate the colours of the other elements. I learned to make my design choices faster and iterate off of the previous design’s elements which was the point of the project. Some of the designs toward the end of the project were put together in just ten minutes before I put them through my gradient map process. I really enjoyed that it left me with more time to focus on the colour palette which is my favourite part. I think documenting the process was just as interesting as making the designs, both for myself and the audience that was seeing the project online. I want to push this further with the next round of designs.

For February I will be designing album covers. Again, I’m setting myself a minimum of ten designs but I think setting a time limit might be less important this time since I would like for these to be unique designs rather than part of a set. I want to continue focusing on iterating on my previous work but not continue on the style in the same way as I did with the posters.



Check Out the Full Set of Posters

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