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Sniper Elite 5: Scopes & HUD

I had the awesome task to art up and design the layout of one of the most used UI features in any sniping game. These are a few of the concepts, UI mockups and systems later implemented and maintained for the scope view and reticles in 'Sniper Elite 5'.

The many UI systems coexisting on the scope view layout (noise masks, tagging info, zoom control, empty lung, quick rechamber, loadout and heartrate).

The many UI systems coexisting on the scope view layout (noise masks, tagging info, zoom control, empty lung, quick rechamber, loadout and heartrate).

The scope contains several layers of detail to bring the 2D assets to a more realistic look and feel (frames, mounts, glass and flares, reticle, depth mask, etc).

The scope contains several layers of detail to bring the 2D assets to a more realistic look and feel (frames, mounts, glass and flares, reticle, depth mask, etc).

Frame type: Large / Mount type: side / Mask: large

Frame type: Large / Mount type: side / Mask: large

Frame type: Medium / Mount type: medium / Mask: Medium

Frame type: Medium / Mount type: medium / Mask: Medium

Frame type: small / Mount type: Bottom mount / Mask: small

3 different scope frames and 3 types of mounts, all interchangeable depending on weapon customisation.

Frame type: small / Mount type: Bottom mount / Mask: small

3 different scope frames and 3 types of mounts, all interchangeable depending on weapon customisation.

In-game.

In-game.

*Binoculars mockup

*Binoculars mockup

Incoming Damage and Enemy Alertness indicators - Super Ultrawide screen support

Incoming Damage and Enemy Alertness indicators - Super Ultrawide screen support