I was brought on to define BitCraft's UI from the ground up. Working directly with the CEO, CTO, Art Director, and Game Director, the team needed a visual direction that felt native to the game's world and narrative while scaling across the broad surface area of an MMO.
The visual direction was developed collaboratively with leadership, refining broad exploration into a shared Art Deco-inspired system that could scale across UI and world-facing assets.




The visual system was built to support density, clarity, and a distinct BitCraft aesthetic.




The component library extended that system across the full MMO surface area without relying on one-off patterns.



Items, cargo, and collectables each operate under different rules. Their structure and presentation were designed so players could distinguish them at a glance.


MMO sessions are long by nature. The UI was paired with the game's day-night cycle so light and dark modes could reduce visual fatigue without compromising readability.

The map needed to communicate complex world-state information clearly across multiple zoom levels and in the minimap. I designed an icon system for players, creatures, ruins, claims, empires, and custom markers, while ensuring the map could support interactions such as claim previews, marker placement, and tracking. Biomes, borders, and sailing wind direction also needed to remain immediately readable.

The design language was extended into booth design, merchandise, and Steam campaign assets.




The game entered early access with strong traction across wishlists, concurrent players, and sales.