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Jack D. Davis
Game / UX Designer | Team Leader | MBA
UI Design for Video Games
Valheim Mod
I created this mod design for the survival game Valheim as a personal fun project.
This shows the vanilla UI for a chest containing items. This game involves managing hundreds of items across numerous chests, which can become a big pain. My mod design is for a "master chest" that can magically aggregate numerous nearby chests into one easy-to-use interface that has helpful sort, filter, and search features. The goal is to make managing items much easier.
This shows the vanilla UI for a chest containing items. This game involves managing hundreds of items across numerous chests, which can become a big pain. My mod design is for a "master chest" that can magically aggregate numerous nearby chests into one easy-to-use interface that has helpful sort, filter, and search features. The goal is to make managing items much easier.
Valheim Mod
This shows my UI design. In this view, items are organized by chests. The players sees multiple chests in one UI and can move items among the chests to get better organized. (Normally, the player would have to open chests one-by-one, walking among them, while carrying items around to each).
Valheim Mod
My UI design. In this view, the user has chosen to view items by type, and so they are organized by crafting items, equipment, etc.
Valheim Mod
My UI design. The player has chosen to view only Trophies.
Valheim Mod
My UI design. The player can use the search bar to type in the names of items they seek and they appear instantly in real-time as the player types each letter.
Menu System Design for Aqua Teen Hunger Force
I designed the main menu system for an Aqua Teen Hunger Force game for Sony PSP. This in an excerpt from the design document which the team used to implement the menu system.
The show the game is based on featured a retro, 80s vibe, and the menu system follows suit.
The show the game is based on featured a retro, 80s vibe, and the menu system follows suit.
Menu System Design for Aqua Teen Hunger Force
I designed the main menu system for an Aqua Teen Hunger Force game for Sony PSP. This in an excerpt from the design document which the team used to implement the menu system.
The show the game is based on featured a retro, 80s vibe, and the menu system follows suit.
The show the game is based on featured a retro, 80s vibe, and the menu system follows suit.
Menu System Design for Aqua Teen Hunger Force
I designed the main menu system for an Aqua Teen Hunger Force game for Sony PSP. This in an excerpt from the design document which the team used to implement the menu system.
The show the game is based on featured a retro, 80s vibe, and the menu system follows suit.
The show the game is based on featured a retro, 80s vibe, and the menu system follows suit.
Menu System Design for Aqua Teen Hunger Force
I designed the main menu system for an Aqua Teen Hunger Force game for Sony PSP. This in an excerpt from the design document which the team used to implement the menu system.
The show the game is based on featured a retro, 80s vibe, and the menu system follows suit.
The show the game is based on featured a retro, 80s vibe, and the menu system follows suit.
UI Design for Aqua Teen Hunger Force
I designed the in-game user interface for Aqua Teen Hunger force for Sony PSP. Here's is an excerpt from the design document.
Golf Swing UI and Mechanics for Aqua Teen Hunger Force
I designed the UI and game mechanics for the golf portion of the Aqua Teen Hunger Force Game. The show creators wanted a game that was "part golf, part melee combat"!
Control Scheme for Aqua Teen Hunger Force
I designed the control scheme for Aqua Teen Hunger Force, defining how the PSP's buttons would be used and how the user's inputs map to gameplay.
UI Concept for Star Wars: The Clone Wars
I wrote this high-level UI concept for the game's design document which was eventually fleshed out in detail by myself, other designers, and game artists.
Star Wars shipped UI
AT-XT Walker UI as finished. A UI artist created the assets but I was in charge of the walker combat experience. As such, I designed the control scheme and physics for the walker and the functional design of the UI. It was a challenging vehicle to design the controls for because it had a turreted head. The solution was to use the analog stick for turning the vehicle and the analog shoulder buttons for rotating the head left and right. The result worked really well and made for a flexible and fun vehicle to pilot.
Star Wars control scheme
I documented this control scheme for Star Wars: The Clone Wars. The control design itself was a collaboration among myself and others on the design team.
Menu System Design for Hot Brain
I designed the main menu system for Hot Brain for Sony PSP. This in an excerpt from the design document which the team used to implement the menu system.
Menu System Design for Hot Brain
Final, implemented menu system for Hot Brain for Sony PSP.
UI for Dolphin Paradise
I did early game and UI design concepts for Dolphin Paradise, an iPad app where the player interacts and bonds with Dolphins.
UI for Dolphin Paradise
I did early game and UI design concepts for Dolphin Paradise, an iPad app where the player interacts and bonds with Dolphins.
Bird Identification Game
I designed a bird identification game for The Jim Henson Company and in collaboration with Cornell University. Here's an excerpt of the main UI from the design document.
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