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Product design for the PC game.
POSTED: 12/09/2023 - 5 MINUTES READ

The Intro

“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

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My Responsibilities:

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

2401 KeyArt

 Steam store product page

The Process

My process was iterative, and I designed all systems and left my files open to support such an approach.

HDC Process
HDC Tut-Needed

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.

The Greyscale Prototype


 The exploration phase - screen sketches 


 Greyscale prototype in progress

User Flow 2021

 The main wireframe

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.


 Brand book

User Flow 2021

 Logo and colours


The combination of yellow and black is often linked to the construction industry and warning signs.

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 Two pages from the brand book


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.

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 Two pages - typography

The Design System

I began with fundamentals like typography, grid, and colors, then built up from there.

User Flow 2021

 The design system in progress in Figma

Fonts And Icons

We created two custom fonts containing all in-game icons and console buttons which were used in settings and tooltips.

User Flow 2021

 Console font had been created

3D Icons

We added them to "break" the "flatness" of the UI and to make it more appealing to our target audience.

User Flow 2021

 Icons were rendered in Blender 3D

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 Icons for upgrades - rendered in Blender 3D

The Grid

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.

User Flow 2021

 The 12 Cloumns grid with three anchors

The H.U.D.

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.

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 H.U.D. - PC

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 The screen from tutorial - Console version

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).

User Flow 2021

 MS Visual Studio - WPF XAML

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.

Universal Component

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.


 Universal component - responsivnes and prot

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 Universal component in various implementations

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 More examples of the universal component


The design system supported PC, console, various resolutions, and multi-monitor.

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 Main menu WFH tesing


The interface used a screen/popup structure. Main screens flowed into popups for confirming actions like purchases or deletions.

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 the example of a pop-up on the top of the UI

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 Question POP-UP

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Motion Design

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.

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 Various Animated Icons

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 Loaders - some alternative versions - never used

Transitions in particular were very important for me because I wanted the UI to be dynamic and “cool”  

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 Screen transitions

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.

User Flow 2021

 An example of storyboard, I made a few

The YouTube Trailer Examples

 HDC Launch trailer 

 A game mode advertising trailer

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.

User Flow 2021

 Making of on-boarding, storyboard and dev-doc

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.

User Flow 2021

 Survey from GDC

Other Materials 

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.

User Flow 2021

 The key art In some applications

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 The box - PS5


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.

The Gallery

Random screens from the Heavy Duty Challenge - Please let me know if you want to see something specific. 

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 Main menu

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 My career the central screen of the UI

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 Both Arabic and Chinese versions were supported

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 Team camp - repairs and upgrades

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 Third person camera and the H.U.D

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 Even selection

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 Version 2 of the UI - not implemented

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 A Pop-up example

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 Section debriefing

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 New best score reached

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 Trophy received

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 Settings panel

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Recent 2019-2023


Heavy Duty Challenge

Design for the AA computer game product

Product design


Internet Raffles

I designed a line of products for the internet competitions.

Product design

Older works +5 years



I led a design system and a platform for online casino products.



Gamified Experience

I’ve researched and designed gamification features


sep 2016

Lottery Syndicates

A green-field project about lotteries. I tested and created a product


case study


Slingo Boom HTML5 game

My task was to create UX and UI for free to play product


More Projects and Samples Avalible Upon Request


+6 years old works

may 2015


GUI design, animations and art for company’s flagship product 



Geonomics GUI design

I was Art Directing creation of skins for company’s instant win games 



+10 years old projects

aug 2013


Game UI And UX


may 2012

Brainstorm iOS app

New product line design and service


jan 2012


New product line design and service


JUN 2009

iOS game

New product line design and service



Areas Of Interest



Some Animations For The US Based Companies


lottery item

JULY 2020

Nathaniel 19
free font for all

As an experiment I had created a freeware font for all designers


lottery item


MY Art &

After Hours, 
My Art and Hobby


lottery item
Logo A

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