I was commissioned by Pixel Toys to develop the branding and UI for their original free-to-play zombie shooter Gunfinger. It was the studio’s first original IP, developed under tight deadlines and with limited budget. I already knew the founders from my time at Activision and was keen to help out where I could.
The challenge was to create a system that complemented the game’s gritty visual style while presenting complex gameplay and monetisation information in a clear and engaging way. I aimed for a UI tone that matched the creepy, tongue-in-cheek monster aesthetic established in the game.
The final released version used a slightly lighter and more colourful palette, but much of the core branding and UI language remained.
Gunfinger received strong player feedback for its visuals, gameplay and overall polish. Reviewers described it as “pretty impressive, watching zombie bits splatter everywhere never gets old” (148Apps) and “easy to pick up, challenging to master… up to you and your fast finger skills to mow down hordes of undead hillbillies” (AppAdvice). The game was praised for its high production quality and instantly accessible fun, something the interface and presentation helped reinforce.
My work must have done the trick, as Gunfinger helped Pixel Toys establish itself as one of the leading independent studios in the Midlands.

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