When I joined Freestyle Games, I quickly moved onto DJ Hero 2, the sequel to the critically acclaimed original. The first game had built a strong foundation, but the sequel aimed to refine the formula, add fresh ideas, and make the experience more accessible and intuitive.
I was responsible for overseeing the Front End, UI, and in-game HUD, and on a music action rhythm game that represents a large proportion of the overall project. The original UI leaned heavily on the wild energy of DJ culture. It looked great, but with the in-game experience already a bonkers DJ mash-up rave, it risked overwhelming the player. For the sequel I pushed for contrast: a cleaner, more sophisticated front end that set the tone without competing with gameplay intensity. Menus should not only be functional but also establish mood and identity.
To give DJ Hero 2 its own personality, we looked beyond other rhythm games and drew on mainstream pop culture, TV, and entertainment. The front-end concept used audio cables connecting abstract floating speakers, pulling the user through the environment. As the camera raced forward, the cables stretched and splashed paint across surfaces they touched. It was a bold, ambitious idea, and I’m still amazed we delivered it within the time we had.
For the in-game HUD, results, and reward flow, we wanted to carry over some of the graphical cues and tonal sophistication established in the Front End. At the same time, it needed to adapt to complement the game’s vibrant visuals and high-energy musical flow.
We created a set of bold totems that communicated progress and score, working especially well in two-player battles. They clearly showed who was ahead at any moment and amplified the competitive energy.
It was a great project, delivered under tight deadlines and high pressure, and I was lucky to work alongside a great bunch of people.