The following is some of the work I did for the project:

INITIAL SETUP #3 – KILLCAM
To cater to players who may be more faint of heart, the third Initial Setup screen gave the option to turn off the iconic Sniper Elite bullet cams

MAIN MENU – MULTIPLAYER GATE
(Game Mode Icons*)

MULTIPLAYER – CREATE GAME
(Game Mode Icons*)

MULTIPLAYER – SERVER BROWSER
(Game Mode Icons*)

LOBBY – GAME MODE & PRESET SELECTION
One of the more information-heavy screens in the game, the Game Mode selection screen needed to provide all definable settings in an easily-degistable format.
(Game Mode Icons*)

MAIN MENU – OPTIONS (GAME)

LOBBY
The Lobby was designed to work interchangeable across multiplayer, co-operative campaign and co-operative survival, including all game modes.

TUTORIAL VIEWER

END GAME – MISSION RESULTS

LOADOUT – WEAPON SELECTION

HUD
Arguably the most important part of the game, along with the scope…the HUD!

HUD – BINOCULARS

HUD – RADIAL WHEEL

HUD – SCOPE
A departure visually and behind-the-scenes from Sniper Elite 3, I created the new scope from scratch in 3DS Max, processed it into several layers, and used them to produce a 2.5D implementation that utilises paralax animation and faux-lighting!

HUD – MAP AND OBJECTIVES

PAUSE

HUD – SCOREBOARD
(MP team icons*)

MAP – CAMPAIGN: BITANTI VILLAGE

The maps for Sniper Elite 4 were produced using top-down orthographic screenshots generated through the editor of the in-house engine, Asura. With this base image, and tearing apart each level to expose underground tunnels, layouts, and caves, each map was built up over many layers, being sure to have a consisent use of visual styles and elements across all.

MAP – MP (DEATHMATCH): “URBAN”

MAP – MP (DEATHMATCH): RIVIERA

MAP – CAMPAIGN: ABRUNZA MONASTERY

MAP – OVERWATCH: RAILYARD

Though I made refinements to it, the Sniper Elite 4 logo was originally produced by the awesome Luke Preece! All screens were designed to be input agnostic, to provide a consistent experience across all platforms.

 

The game mode and MP team icons were produced by Larry Neagu – linkedin.com/in/apparatus

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