Squad
The task was to create a modern UI for the Squad game menu. The UI was to be built based on the existing UI and player habits, while delivering a new, better UX and modern UI solutions.
Elements that could not be altered included, among others, the color scheme as well as the layout of elements in the options menu.
Squad multiplayer

Server Browser

In the case of a multiplayer game, this is the most important screen.

This is the screen that players use most frequently, both when visiting their favorite servers and when searching for new ones that might interest them with specific gameplay settings.

The information architecture was divided into a top-down view (from general to specific) without abandoning established standards and player habits.

The most critical information always remains visible; some details are accessible before joining a server, and other information has been simplified into icons.

Scoreboard
This is the element of the game responsible for rewarding the player. It is here that they can find their score and compare it with other players.
This is the screen that players use most frequently, both when visiting their favorite servers and when searching for new ones that might interest them with specific gameplay settings.
Squad is also a team game that requires cooperation, hence the importance of information regarding how each individual squad performed on the battlefield.
Options
Nobody likes them, but they're necessary :)
A well-designed options UI in a video game must ensure that it speaks to the player in a friendly language (their language) and guarantees they won't get lost in the jungle of settings.
Squad options menu
Squad options graphic
Squad options graphic
Squad shooting range
Squad training
Outcome

The project was an exciting challenge, as it required maintaining strict visual consistency and color cohesion with the game's existing UI.

I redesigned the UI layout, focusing primarily on the server browser—a critical component in any multiplayer experience. The redesign was driven by player feedback and my own firsthand gaming insights.

The game settings were reorganized to ensure the most frequently used features are intuitively accessible. For instance, graphics options that players adjust mid-game to optimize performance were logically grouped for quick and seamless tweaking.

Go Back