Released in 2016, "Deus Ex: Mankind Divided" was developed by Eidos Montreal and published by Square Enix, earning a metascore of 85. As a "UI Director / Lead UI Artist" on the project, I was involved from pre-production all the way through to the game's launch. Working closely with the Creative Director, Art Director, and Game Designers, I helped define the UI visual style, mechanics, and solutions. In addition to my work on the UI, I also created motion graphics sequences for the reveal trailer and some cut-scenes.
"Deus Ex: "Mankind Divided" follows the return of Adam Jensen, a former private security officer who has been enhanced with new technology and body augmentations. As he works with a special Interpol unit, Task Force 29, to capture a terrorist group of augmented humans, he also secretly assists the hacker group known as the Juggernaut Collective in their efforts to confront the Illuminati.
DESIGNED AND ANIMATED SCREENS USED BY THE GAME CHARACTERS : EMAILS, NEWS, HACKING, MISSION BRIEFING, SECURITY SYSTEM, ETC...
I WANTED THE HUD ELEMENTS TO FEEL LIKE AUGMENTED REALITY. SO WHEN YOU ARE MANAGING/TWEEKING YOUR WEAPONS, THE UI IS ON IT AND TRACKING IT.
// THE SMART-VISION. IT'S AN AUGMENTED REALITY OCULAR SYSTEM. IT HIGHLIGHTS : THREAT, LOOT, DEVICES, SECURITY SYSTEM. WE BUILD A FUTURISTIC A.R. IT'S A MIX OF COLOR REMAPPING, GEOMETRY HIGHLIGHT AND OBJECT TYPE STENCILLING.
DESIGN OF THE HACKING MINI_GAME IN 3D. // SOME NODS ARE REPRESENTED BY ABSTRACT FRACTALS GEOMETRY, OTHER ARE MORE ICONIC. _IT HAS A MACRO PHOTOGRAPHY FEEL.