“Experience unparalleled off-road driving in Offroad Truck Simulator: Heavy Duty Challenge®. This game delivers an exhilarating off-road experience with an extensive fleet of massive and powerful trucks.” - from HDC Steam Page
As a hands-on Lead Product Designer, I managed the team of senior designers and was responsible for design and implementation of UX/UI and, the design of the product.
Other Skills used:
A/B Testing - Art Directing - Cinematic Directing - Documentation writing - Font Design - GUI Design - Icon Design - Interface Programming - Logo Design - Market Research - Motion Design - Production Scheduling - Prototyping - Storyboarding - Style Guide Creation - Surveys - Team Management - 3D Modelling and Rendering - UX Design - User Research - Wire-framing
My process was iterative, and I designed all systems and left my files open to support such an approach.
I began by playing the game to understand the user experience, taking notes on key issues like the lack of a tutorial explaining controls.
Despite not being a driving game fan, I invested time to build empathy with the product and community by watching related YouTube videos and streams, reading comments, and learning about industry challenges.
After comprehensive research into competitors and access to design documents from the lead designer, I broke down the product into screens and began iteratively prototyping the interface design in Figma to solve for the user needs identified.
Visual Direction - New Brand
We've decided to redesign the brand to the new one, to give it more modern and sporty look.
After analyzing the market trends, I proposed a duotone logo with a white accent.
The combination of yellow and black is often linked to the construction industry and warning signs.
I chose clear, readable fonts like Work Sans and Roboto Condensed to align with user expectations. Icons kept a consistent circular style for visual cohesion.
The Design System
I began with fundamentals like typography, grid, and colors, then built up from there.
Fonts And Icons
We created two custom fonts containing all in-game icons and console buttons which were used in settings and tooltips.
We added them to "break" the "flatness" of the UI and to make it more appealing to our target audience.
I used my favourite 12-column grid as a starting point and added margins from all sides.
For in-between margins and paddings to keep everything clean and clear, I used Fibonacci-inspired numbers.
For HUD, I used the right and left parts of the screen.
Points and time are grouped in the top left corner, the damage panel in the bottom left, differential and gearbox in the bottom right. All groups are intentional and I experimented before placing them where they are now.
Implementation of the GUI
I provided specifications to programmers about constraints, resolutions, and responsiveness.
Visual Studio - Noesis GUI
XAML is a scripting language developed by Microsoft. We used it to describe elements of our GUI for NoesisGUI, a third-party framework we used to render GUI in our game. NoesisGUI has some great features. It supports full-vector Bezier rendering and animations created in VS or AE(Lottie).
The WPF Designer is like Unreal UI Widget Designer, but it is twice as complicated.
My task in Visual Studio was to prepare all components for binding. We created and tested them for responsiveness and scaling.
To simplify the interface I created a reusable "universal component".
It was possible to turn on and off functions of this component and reuse them accordingly. Once we used it to display events next time to show "new career". It was a true time saver and programmers were very happy with this idea.
The design system supported PC, console, various resolutions, and multi-monitor.
The interface used a screen/popup structure. Main screens flowed into popups for confirming actions like purchases or deletions.
Lively animations and transitions add dynamism and energy. Icons, widgets and screens animate for a "EuroSport TV" look.
I worked with a great motion designer Dmytro Klid and he created them.
Transitions in particular were very important for me because I wanted the UI to be dynamic and “cool”
I've been also working on trailers. I drafted storyboards for them. I worked with directors, marketing and motion design to find the best ways to communicate our product. Its features and attractions.
The YouTube Trailer Examples
Part Two - User Experience UX
HDC is a difficult game, it's a niche product, but players will be expecting the best.
The UX was very important for us. We Also wanted to learn more about customers, this knowledge could be used during the launch marketing campaign.
Surveys and User Persona
I Collaborated with marketing on research to build detailed user personas.
We conducted surveys, analyzed social media, and synthesized data to understand target users' motivations and expectations.
I also worked on supplementary materials like the game key art utilized across media and devices. I provided art direction on everything from expo booths to minor assets, fully immersing myself in the visual landscape.
Examples: Key Art
Was an important part of the product identity, we used it in many places from Tik-Tok to the Steam Store. I modelled and rendered a few versions of it in Blender 3D and we conducted A/B tests to pick the best one.
This project was an absolute joy to work on. With a relatively small team, we accomplished a lot and learned even more. I loved every moment of this enriching experience and want to thank the entire team.
Random screens from the Heavy Duty Challenge - Please let me know if you want to see something specific.
Design for the AA computer game product
I designed a line of products for the internet competitions.
Older works +5 years
I led a design system and a platform for online casino products.
I’ve researched and designed gamification features
A green-field project about lotteries. I tested and created a product
My task was to create UX and UI for free to play product
More Projects and Samples Avalible Upon Request
+6 years old works
GUI design, animations and art for company’s flagship product
I was Art Directing creation of skins for company’s instant win games
+10 years old projects
Game UI And UX
New product line design and service
New product line design and service
Areas Of Interest
Some Animations For The US Based Companies
free font for all
As an experiment I had created a freeware font for all designers
MY Art &
My Art and Hobby
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