Lost Skies
Chart a course in a breathtaking, but fractured world. Explore ancient ruins, master advanced technology, and craft your very own skyship to brave nature’s fury and colossal threats in Lost Skies.
What was the project?
When I joined the Bossa team they had already been working on Lost Skies for some time and the game was already in a fantastic state, nearing demo launch, and is already raising hype on Steam. My role was to take the existing UI and UX and add polish, making sure the flows were as tight as possible, and adhering to the best practices wherever possible.
Diving in with such a passionate and active team is always exciting. To know you are all pulling together to achieve the very best experience is such a joy that is what makes the games industry the vibrant and unique industry that it is.
With a game such as this already so far into production, it’s important to take the time to become familiar with and align your style with the existing pillars so that you can continue designs in as seamless a way as possible. This was also my first time learning Rive to use to design and create assets to integrate directly into the build.
My role
- Rive design and development for in-game assets and state engine creation and integration
- Figma mockups and flows to pitch and prove design ideas before implementing them into the Unity prefabs and screens
- Producing release candidates to merge in Git Extensions, managing work branches to aid communication between teams
- Working closely with the remote team as we move the awesome title Lost Skies closer to demo and launch!