UI Artist

UI Artist

UI Artist

Pipeworks Studios

Pipeworks Studios

Rival Peak

Overview

Overview

Overview

Rival Peak is an experimental competition reality show, featuring artificially intelligent contestants whose fate is controlled by YOU, the viewing audience. You can interact with the real-time experience through an instant game right on Facebook.

Responsibilities

Responsibilities

Responsibilities

I started this project doing a lot of proof of concept and UX flows for how we imagined users to interact with all the different parts of the experience. This included doing fully functional user flows. Once we had an idea on how it would work, I developed the visual style and ensured everything worked on smaller mobile screens. I worked directly with Genvid and their development team to ensure all HTML/CSS implementation was being implemented properly.

  • 266k Followers

    100 Million minutes watched

    200 Million engagements

    9.8 Million views per episode

    1 Billion points generated

  • 266k Followers

    100 Million minutes watched

    200 Million engagements

    9.8 Million views per episode

    1 Billion points generated

  • 266k Followers

    100 Million minutes watched

    200 Million engagements

    9.8 Million views per episode

    1 Billion points generated

Identifying the problem

The Problem

The Problem

The Problem

How do we create a Massively Interactive Live Event (MILE) for thousands of people to participate in this Survivor-like voting experience.


The scope of the project paired with a quick turn around time required that work be done fast and loose while getting as close to target as possible. The experience itself loomed as a big question mark in everyone’s mind. A large portion of the experience was developed while Rival Peak had already gone live. Problems arose and needed to be solved very quickly, which is easier said than done when the UI was produced by me but implemented by engineers at a separate studio.

The Solution

The Solution

The Solution

There was a lot of stepping over toes, having the best idea win, and re-crafting the experience every time a new problem arose. The UI came to life simultaneously with the game world of Rival Peak. Building UI for a live product meant that we needed to wireframe and try to flesh out as many of the interactions as we could in a test space before being put in front of thousands of people. During live development, once a problem arose it was important to iterate on the design as quick as possible to set ourselves up for an experience as user friendly as possible on a mobile and desktop setting.

The Work

Wireframing

With design documents in hand, it was time to create a fully functioning wireframe that allowed the team to rally behind the ideas and gain a better understanding of the experience we were about to create from the users point of view. The goal of this exploration was to quickly turn abstract ideas on paper into something the team could interact with to at least start to imagine this new type of experience.

Initial Mockups

After coming to agreements on the user flow, I began an initial exploration of differing styles based on the initial desire from the team to have the UI be minimal. These explorations were meant to be a starting point for the overall tone we wanted the game to represent.

Closer to Target

These mockups were used to explore tone through texture and color to try and emphasize a look that paired well with the scenery. The art director approved the third of the mockups above, and I moved forward with creating a cohesive, fun, and vibrant UI system that played on 70’s tropes and the pacific northwest.

Developing a Visual Language

Developing a Visual Language

Developing a Visual Language

Over the course of development, there became an increasing need for icons to clearly describe the different needs, statuses, and objectives that the characters could participate in during the experience.


There were two main challenges that I sought to solve:

  1. Icons should be visible at small scale

  2. Icons should be easily readable


Since some of the objectives in the game were not blatantly obvious (project, action, clear) it became necessary to create my own visual language that would be directly associated with these tasks as they were alongside some more obvious tasks (daily vote, goal vote).


Because this experience is a mobile-first experience, icons needed to be unique and readable from a distance. This meant that most of the icons needed to be large, distinctly shaped, and not easily-confusable with other icons.

Home Stream - User Information and general overview of characters

Character Stream - Individual character, their goals, user contribution

Tristan Burnside 2024

Berkeley, CA

Tristan Burnside 2024

Berkeley, CA

Tristan Burnside 2024

Berkeley, CA