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

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.
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.
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.
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.
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.























