Game UI/UX

DRAGON AGE: INQUISITION

As Lead UI Artist on Dragon Age: Inquisition, I helped establish a cleaner, more austere interface for the series, spanning combat, inventory, dialogue, navigation, world systems, and iconography.

Role
Lead UI Artist
Studio
BioWare
Platforms
Console, PC
Year
2014
Dragon Age: Inquisition Inquisition eye render

Interface & Visual Language

Inquisition moved away from the heavier fantasy ornamentation of the earlier games toward a sharper, more restrained visual system. The interface used strong hierarchy, sparse framing, and angular graphic forms to support a darker and more authoritative tone.

Dragon Age: Inquisition console combat HUD with party status, objectives, minimap, and abilities
Dragon Age: Inquisition inventory comparison screen with weapon statistics
Dragon Age: Inquisition Black Emporium shop interface
Dragon Age: Inquisition Black Emporium interface
Dragon Age: Inquisition dialogue interface with response choices
Dragon Age: Inquisition Astrarium constellation puzzle interface

World & Strategic Systems

Major systems were designed to feel connected to the player’s role in the Inquisition rather than isolated from the game world. Strategic information and world interactions used the same restrained visual language while keeping complex choices readable.

Dragon Age: Inquisition scouting report and area unlock interface
Dragon Age: Inquisition War Table with an operation selected

Maps & Navigation

Regional maps needed to support exploration across much larger environments while remaining visually consistent with the broader interface. Location markers, paths, landmarks, and iconography were organized around quick visual scanning.

Dragon Age: Inquisition Frostback Basin map with navigation legend
Dragon Age: Inquisition wilderness map artwork
Dragon Age: Inquisition regional map artwork
Dragon Age: Inquisition regional map artwork
Dragon Age: Inquisition Dales forest map artwork
Dragon Age: Inquisition Dales plains map artwork

Iconography & Graphic Systems

The visual identity extended into faction symbols, weapon categories, and supporting interface iconography. These graphic systems needed to remain distinct and readable at UI scale while reinforcing the sharper visual language of the game.

Dragon Age: Inquisition symbol design
Dragon Age: Inquisition weapon type icon set
Dragon Age: Inquisition faction glyph design sheet
Dragon Age: Inquisition interface icon collection

Early Concepts

Early interface exploration covered multiplayer, store, menu, and supporting systems, testing how the developing visual language could extend across different modes and experiences.

Early Dragon Age: Inquisition interface concept
Early Dragon Age: Inquisition multiplayer lobby concept
Early Dragon Age: Inquisition interface concept
Early Dragon Age: Inquisition store interface concept
Early Dragon Age: Inquisition interface concept
Early Dragon Age: Inquisition interface concept