Dragon Age Inquisition
Role: Senior UI/UX Artist
Studio: BioWare
Platform: PC / Xbox One / PS4
Release Year: 2014
Project Overview
Dragon Age: Inquisition marked a major visual shift for the franchise as the series moved to new hardware and larger world systems.
Having led UI on the previous two Dragon Age titles, I helped establish the early visual direction for the interface during pre-production and early production.
My contributions focused on visual language, interface concepts, and production UI across core systems including map exploration, inventory, progression, abilities, iconography, and the Inquisition brand itself.
Design Goals
Move beyond the parchment-heavy presentation of earlier Dragon Age titles
Create a cleaner, more structured visual language
Support larger world systems and more complex player progression
Improve readability across console and PC
New Visual Language for a New Inquisition
The team explored a more restrained visual direction built around metallic surfaces, structured layouts, and limited accent color.
This direction informed early concept work across:
Ability trees and progression systems
Multiplayer menus and challenge tracking
World and regional map interfaces
Inventory and equipment management
A major part of my work during this phase was defining how the Inquisition’s identity would carry across icons, symbols, menus, and world navigation systems.
Systems & Production
My production work focused heavily on map design and interface systems.
This included:
Regional and world map design
Navigation iconography
Inventory and comparison screens
UI overlays integrated into 3D environments
The map system required balancing atmosphere, clarity, and dense gameplay information across multiple layers of exploration.
Outcome
The visual direction established early in production helped modernize the Dragon Age UI while preserving the strategic depth and readability expected from the series.