Game UI/UX
THE LONG DARK
I led the UI design for The Long Dark, developing a restrained visual system for survival, inventory, interaction, and navigation that supported the game’s immersive, painterly world.
- Role
- Lead UI Artist
- Studio
- Hinterland Studio
- Platforms
- PC, Console
- Year
- 2017

Immersive Survival UI
The interface was designed to stay out of the way of exploration wherever possible. Critical information was presented through restrained overlays, contextual menus, and environmental feedback rather than a constantly visible HUD.
Survival Systems
Inventory, condition, clothing, crafting, and journal screens needed to communicate dense survival information without losing the quiet visual character of the game. Typography, iconography, and hierarchy were kept deliberately simple and consistent.
Maps & Navigation
Navigation screens extended the same hand-crafted visual language into maps and regional information, providing useful orientation without feeling disconnected from the world.
Contextual Interaction
Many interactions were designed to appear only when they were needed. Inspection, object interaction, containers, and other contextual systems kept information close to the player’s immediate action rather than adding permanent screen clutter.
Iconography & Progression
The visual system extended into badges, status icons, and trophies, using simple graphic forms that remained readable at small sizes and consistent with the game’s hand-made aesthetic.


























