I was commissioned by Pixel Toys to develop the branding, UI and in-game HUD for Gunfinger, the studio’s first original IP for mobile platforms. The free-to-play zombie shooter was produced under tight deadlines and with a limited budget. I already knew the founders from my time at Activision and was keen to support them wherever I could.
The challenge was to create an interface that complemented the game’s gritty visual style while communicating its gameplay and monetisation systems clearly. I developed a UI language that reflected the creepy, tongue-in-cheek monster-movie tone, carrying it from the front end into the in-game HUD without allowing the presentation to overwhelm the information.
The final release adopted a slightly lighter and more colourful palette, but retained much of the core branding and visual language I had established.
Gunfinger received strong feedback for its visuals, gameplay and overall polish. 148Apps described it as “pretty impressive,” adding that “watching zombie bits splatter everywhere never gets old.” AppAdvice praised its accessible but challenging gameplay and the satisfaction of mowing down “hordes of undead hillbillies.” The game’s high production values and immediate sense of fun were central to its appeal, and the interface and presentation helped reinforce both.
Gunfinger went on to help establish Pixel Toys as one of the Midlands’ leading independent studios. I would like to think my work played a small part in that.
The challenge was to create an interface that complemented the game’s gritty visual style while communicating its gameplay and monetisation systems clearly. I developed a UI language that reflected the creepy, tongue-in-cheek monster-movie tone, carrying it from the front end into the in-game HUD without allowing the presentation to overwhelm the information.
The final release adopted a slightly lighter and more colourful palette, but retained much of the core branding and visual language I had established.
Gunfinger received strong feedback for its visuals, gameplay and overall polish. 148Apps described it as “pretty impressive,” adding that “watching zombie bits splatter everywhere never gets old.” AppAdvice praised its accessible but challenging gameplay and the satisfaction of mowing down “hordes of undead hillbillies.” The game’s high production values and immediate sense of fun were central to its appeal, and the interface and presentation helped reinforce both.
Gunfinger went on to help establish Pixel Toys as one of the Midlands’ leading independent studios. I would like to think my work played a small part in that.