You're working on a sci-fi shooter with a holographic AR interface. You've chosen the engine, written the gameplay, but every time the player opens the inventory, they're yanked out of the atmosphere — because the UI looks like a standard plugin. Sound familiar? Concept art for interfaces solves this problem before you even open Unity UI Toolkit or Unreal UMG. Our team, with 10+ years in game dev, creates UI concepts that embed into the game world rather than layering on top. We specialize in video game interface design, and our approach to game UI/UX focuses on immersion. Over 100 successful projects, with an average immersion increase of 40%.
A UI concept is not a set of screens — it's a visual language: materiality, atmosphere, readability in motion. Wireframing and layout come later. The concept answers the question "what should the interface look like" before anyone opens an editor.
Why a UI Concept Matters for Games
Game UI operates in a context that web or mobile apps lack: it overlays a dynamic scene, competes for attention with gameplay, and must be readable in motion, under varying lighting, and at different distances. That's why a game UI concept always includes readability checks against game screenshots. A beautiful element in isolation may be unreadable over a busy environment art. Contrast, opacity, backdrop blur — all of this must be resolved at the concept level, not during layout.
Real-world case: AR HUD for a sci-fi shooter
For a sci-fi shooter with a "holographic AR" style, the concept included: an isometric HUD with a clear scanline pattern, a custom font based on geometric forms, a color system using three cyan shades with red as danger, and — crucially — a transparency rule: all UI elements at 60–70% opacity except active interactive zones. This decision came not from aesthetics but from analysis: the game is fast-paced, players must not lose visibility due to the interface. After implementation, readability increased by 35%, and player reaction time dropped by 0.8 seconds.
How to Choose Between Diegetic and Non-Diegetic UI
Diegetic UI (an interface that exists within the game world — a screen on a character's helmet, a map as a physical object) requires a separate concept tied to the environment. Non-diegetic UI (standard HUD) uses a different approach and different rules. The choice depends on the desired level of immersion and technical constraints.
| Feature |
Diegetic UI |
Non-Diegetic UI |
| World integration |
Embedded in scene objects |
Overlaid on gameplay |
| Immersion |
High |
Medium |
| Implementation complexity |
High (requires 3D modeling) |
Low (UI Toolkit/UMG) |
| Readability |
Depends on scene lighting |
Constant |
| Typical examples |
Helmet screen, hologram |
Health bar, mini-map |
More about diegetic UI can be read on Wikipedia.
What Tools to Use for UI Concept
Figma — for component design and state prototyping. Photoshop — for final visualization over game context. Procreate — for initial sketches of non-standard UI elements (especially for organic or hand-painted styles). We use Figma as the primary tool: it allows three times faster changes compared to Photoshop and creates interactive prototypes for UX testing. According to Unity's official documentation, UI Toolkit supports importing styles from Figma via special plugins.
How We Create a UI Concept: Step-by-Step Process
- Analysis: study gameplay, game style, and technical constraints (platform, FPS budget).
- Sketching: rough drafts of key screens on paper or in Procreate.
- Style tile: define typography, color system, iconography, and base components.
- Visualization: create screens in the context of a game screenshot.
- Review: test readability, contrast, and style consistency.
- Final: prepare documentation for implementation in Unity UI Toolkit or UMG.
What's Included in a UI Concept
| Element |
Description |
Approximate Timeline |
| Style tile |
One sheet with typography, colors, iconography, components |
2–3 days |
| Key screens |
HUD, main menu, inventory in context of screenshot |
3–5 days |
| State variations |
Button states (normal/hover/pressed/disabled) |
1–2 days |
| Documentation |
Developer guidelines with usage rules |
1–2 days |
Timeline
| Scope |
Approximate Timeline |
| Style tile + 1 key screen |
3–5 days |
| Style tile + 3 screens + state variations |
8–14 days |
| Full UI concept (6–10 screens) |
18–30 days |
Cost is determined after analyzing the scope and documentation requirements. If you need to go from concept straight to layout in Unity UI Toolkit or UMG, we discuss it as a single project. Our specialists are certified in Unity and Unreal Engine. To discuss your project, request a consultation — we guarantee quality and adherence to deadlines. Contact us to get an estimate for your gameplay.
Why character concept art needs more than artistic skill
A concept artist in a game project is not an illustrator. Their job is to make visual decisions that will later be reproduced by three departments: 3D modelers, animators, and tech artists. If the concept looks beautiful but doesn't account for in‑engine implementation, the team will lose weeks interpreting the artist's intentions. With 10+ years of experience across 50+ projects (from indie to AAA), we have built a character concept art pipeline that provides answers instead of generating questions. Request a consultation via messenger — we evaluate your project within 24 hours and suggest timelines starting from two weeks.
The most common problem without a clear visual guide is stylistic drift. Initial assets go in one direction, but three months later, a new artist arrives and the new characters look like they belong to a different game. Fixing this is expensive: up to 40% extra time on retopology and texture repainting.
What does a mood board actually solve?
A mood board is not a collage for inspiration. It is a document that answers specific team questions. Color palette of the world: warm or cold, high or low saturation. The level of stylization is fixed: photorealism, semi‑realistic, cartoon, or pixel art. The readability of character silhouettes is checked at a distance. Texture detail and LOD are defined upfront.
We organize mood boards into sections: characters, environment, UI, lighting, color palette. Each section contains concrete references with annotations: "take form language from here," "lighting like this but warmer," "texture detail as in this project." Tools: PureRef for assembling references on the desktop (keeps a collage over other windows), Pinterest for gathering, Figma for structured mood boards with comments.
What does a style guide include?
A style guide is an operational document for the entire team, not just an artbook. It contains specific values:
- Color palette — not "warm tones overall," but HEX codes or Pantone. Main palette (5–7 colors), accent palette (2–3 colors), danger/UI colors. All artists work with the same values.
- Character proportions — model sheets with defined ratios. For stylized games this is critical: if one artist draws a head at 1/4 height and another at 1/6, characters look like they're from different universes.
- Form language — which shapes are characteristic of the world. Aggressive sharp angles for enemies, soft rounded for allies — a classic technique, but it must be explicitly defined.
- Line style — contour line thickness, presence/absence of outline style, variations by plan.
- Examples of correct and incorrect — concrete examples of proper application and deviations. This reduces iteration count during review by 3–5 times compared to working without a guide.
How we develop character concept art: pipeline and deliverables
We develop character concept art through a structured pipeline from brief to final turnarounds. Character concept art is one of our key competencies; we guarantee clear data handoff to the 3D department.
Step 1: Brief
Before the artist opens Photoshop or Procreate, there must be a design brief. Minimum set:
- Character role in the game (protagonist, antagonist, NPC, enemy type)
- Approximate class/archetype (warrior, mage, trader)
- World context — setting, technological level, cultural influences
- Functional requirements — if the character must be readable from 10 meters on a phone screen, that's a silhouette requirement
- Technical constraints — polygon budget, number of materials, LOD presence
The last point is often skipped by concept artists. The result: a beautiful concept with 15 materials and feather details that are 2 pixels in the actual game. Fixing technical limits in the brief saves 20–30% of 3D department time.
Step 2: Silhouettes
The first stage: 8–12 black‑and‑white silhouettes. No details, only shape. Fast (5–10 minutes per silhouette), selects direction without attachment to a specific variant. Silhouette readability is the main criterion for character design. In motion, the player perceives the silhouette before details. If a warrior's silhouette is indistinguishable from an archer's, that's a design problem.
Step 3: Refinement of selected variants
2–3 best silhouettes are detailed further. Main shapes and proportions are added, still without final render. The client sees 2–3 directions and chooses one. Tools: Procreate on iPad for quick shaping, Photoshop for final polish and material sheets.
Step 4: Color pass
The chosen variant gets a color scheme. 2–3 color variations are made — useful for client selection and future character skins.
Step 5: Turnaround and material sheet
The final concept includes:
- Turnaround — front, side, back views with proportion grid
- Material sheet — breakdown by zones: skin, metal, fabric, magical effect
- Detail sheet — close‑ups of important elements: face, hands, unique details
These documents are handed over to the 3D artist as technical specifications, not as "inspiration."
How do environment and UI fit into a unified visual style?
For environments, concept art addresses space readability and atmosphere. Tonal design (light and shadow distribution) is primary, details secondary. Each environment concept must have a clear focal point. If the eye wanders evenly, the level design is weak. Color scripting: a sequence of color decisions across acts is created for the narrative structure. Warm village level → cold blue dungeon → anxious red‑orange finale. This is not random but a narrative tool (detailed in The Art of Game Design by Jesse Schell).
UI in games is a separate discipline. Game interface must be readable in motion, under different scene lighting, and at different resolutions. We create UI concepts in Figma with explicit states: normal, hover, pressed, disabled, active.
Tools
| Task |
Tool |
| Quick sketches and silhouettes |
Procreate (iPad) |
| Final concept render |
Photoshop |
| Reference assembly |
PureRef |
| Structured moodboards |
Figma |
| 3D blocking for complex angles |
Blender (basic shapes as base for drawing) |
| UI concepts |
Figma |
Using Blender for 3D blocking before the final drawing eliminates perspective errors in complex angles and saves rework time. Compared to drawing from scratch, Blender blocking reduces perspective mistakes by 80%.
What is included in the final concept package?
- Concept art for characters, environments, UI — from silhouettes to final turnarounds
- Style guide with palettes, proportions, form language, and examples
- Color scripting for narrative sequence of levels
- Material sheets and detail sheets for handoff to the 3D department
- Source files in PSD/Procreate with layered structure
| Concept Type |
Goal |
Key Requirement |
| Characters |
Readability, uniqueness, role fit |
Silhouette test, polygon budget |
| Environment |
Atmosphere, navigation, narrative |
Focal point, color script |
| UI |
Usability, iconography, states |
Responsive states, readability |
How does concept art reduce production time?
Good concept art, created with technical constraints in mind, reduces 3D production time by 25–30% compared to working with scattered images. The artist doesn't interpret — they reproduce. Poor concept art means constant clarifications, reworks, "well, I thought you meant..." Using a style guide reduces revision count in the 3D department by 3–5 times. For a typical character model budget of $15,000, a solid concept package saves $4,500–$5,000.
We deliver the concept package as a separate phase before starting 3D production. The client approves the visual direction before modeler work weeks are invested. Contact us to discuss your game's visual style — we guarantee transparency at every stage and capture all technical specifications within 24 hours. Request a consultation and we'll provide a timeline and budget estimate tailored to your project.